Huge giant (true giant), Lawful evil
Armor Class 18 (plate)
Armor Class (suggested) 20 (plate)
Hit Points 162 (13d12 + 78)
Speed 30 ft.
Proficiency Bonus +4
Proficiency Bonus +6 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) |
Saving Throws (suggested) Str +11, Dex +3, Con +10, Cha +5
Saving Throws Dex +3, Con +10, Cha +5
Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)
ACTIONS
- Multiattack. The giant makes two greatsword attacks.
- Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
- Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Fire giants are a race of huge, dark-skinned giants with flaming red hair and eyes. They are master craftsmen and warriors, who live in volcanic and mountainous regions. They are known for their ability to burn, plunder, and destroy anything that stands in their way. They are loyal to their kin and their leaders, but ruthless to their enemies. They are often clad in black or flame-colored clothing and armor, forged from steel or dragonscales.
Fire giants are brutal, ruthless, and militaristic. They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old.
They carry their belongings in huge sacks. A typical fire giant’s sack contains 1d4+1 throwing rocks, the giant’s wealth, a tinderbox, and 3d4 common items. Everything they own is battered, filthy, and smelly, making it difficult to identify valuable items.
COMBAT
Fire giants are formidable opponents in combat, as they relish the opportunity to test their bravery and strength against worthy foes. They prefer to use greatswords or other large melee weapons, preferably enchanted with fire magic. They also hurl rocks heated in fire or lava at their enemies, causing extra fire damage. They are fond of grabbing smaller opponents and tossing them into fiery pits or pools. Fire giants are immune to fire damage, but some of them are vulnerable to cold damage.
Fire giants live in well organized military groups, occupying large castles or caverns. When encountered in their lair there will be 1d8+12 giants, half of whom will be immature giants. To determine a giant’s maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and the hit points of an ogre while rolls of 1-3 indicate older progeny with Hit Dice, damage, and attack rolls reduced by 1, 2 or 3, respectively.
Their lairs are always protected by vigilant watchmen, and sometimes by traps. Fire giants favor deadfalls that can crush intruders for 5d6 bludgeoning damage, and large crossbow devices that fire one, two, or three huge bolts for 2d8 piercing damage each.
Particularly intelligent fire giant leaders will command groups three or four times normal size. One who commands 30 or more giants usually will call himself a king. Kings always will have better than normal armor and a magical weapon of +1 to +3.
There is a 20% chance that any band of fire giants will have a shaman (80%) or witch doctor (20%). If the group is lead by a king, there is an 80% chance of a spell caster.
Fire giant shamans are priests of up to 7th level. Fire giant witch doctors are priest/wizards of up to 7th; they prefer spells that can detect or thwart intruders.
Fire giants often capture and tame other creatures as guards. There is a 50% chance that a fire giant lair will contain 1d4 hell hounds. Larger than normal groups check once for every 10 giants.
Bands with 30 or more giants have an additional 30% chance to have 1d4+1 trolls, larger groups check once for every 20 giants.
A king’s group has a 20% chance to have 1d2 red young dragons in addition to other guards. Fire giants frequently take captives to hold for ransom or use as slaves. There is a 25% chance that a lair will contain 1d2 captives, larger bands check once per 10 giants.
HABITAT / SOCIETY
Fire giants dwell in hot and harsh environments, such as volcanoes, lava flows, and rocky mountains. They build massive fortresses and forges, where they work on their crafts and weapons. They are organized in a strict hierarchy, with a king or a jarl at the top, followed by dukes, earls, thanes, and commoners. Fire giants value honor, courage, and loyalty above all else, and follow a code of conduct known as the Jotunbrud. They often wage war against other races or giants, seeking to expand their territory and resources. They also take captives and demand tribute from weaker creatures in exchange for not attacking them. Fire giants speak Giant and Jotunild, a dialect of Giant that incorporates words from Primordial.
Fire giants live wherever there is a lot of heat. They prefer volcanic regions or areas with hot springs. Frequently they share their lairs with other fire-dwelling creatures such as fire salamanders or fire elementals.
ECOLOGY
Fire giants are omnivorous, but they prefer meat and bread, they can hunt and kill their own meat, but raid humanoid settlements for grain, captives, and treasure. They hunt large animals, such as mammoths, dragons, or rocs, and cook them over open flames. They also eat minerals and metals, which they believe enhance their vitality and skills. Fire giants have a lifespan of about 350 years, and reach maturity at around 50 years. They mate for life, and produce one or two offspring every few decades. Fire giants have few natural predators, but they sometimes clash with red dragons, salamanders, or other fire-based creatures over territory or resources. Fire giants have an average affinity for magic, especially runecasting and sorcery. They favor spells that help them detect and thwart intruders, or enhance their combat abilities.