Draconic Fire Giant

Large Giant (Fire) — CR 11

Realmshelps (RH)3.5
Hit Dice
15d8+90 (157 hp)
Initiative
-1
Speed
40 ft, 40 ft.(30 ft. in half-plate armor)
Armor Class
24, touch 8, flat-footed 24
Base Attack / Grapple
+11/+26
Attack
Greatsword +21 melee or slam +21 melee or rock +10 ranged or claw +21 melee Full Attack: Greatsword +21/+16/+11 melee or 2 slams +21 melee or rock +10 ranged or 2 claws +21 melee
STR
33
DEX
9
CON
23
INT
10
WIS
14
CHA
13
Fort / Ref / Will
+15 / +4 / +9
Challenge Rating
11
Alignment
Lawful evil
Level Adjustment
+5

Special Abilities

Rock throwing

Feats

Draconic Fire Giant* (CR 11)

Large Giant (Fire)
Alignment: Lawful evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +14

AC: 24 (-1 size, -1 Dex, +9 natural, +7 half-plate armor), touch 8, flat-footed 24
Hit Dice: 15d8+90 (157 hp)
Fort +15, Ref +4, Will +9 Speed: 40 ft.(30 ft. in half-plate armor)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +26
Attack: Greatsword +21 melee or slam +21 melee or rock +10 ranged or claw +21 melee
Full Attack: Greatsword +21/+16/+11 melee or 2 slams +21 melee or rock +10 ranged or 2 claws +21 melee
Damage: Greatsword 3d6+16, slam 1d4+11, rock 2d6+11 plus 2d6 fire, claw 1d4+11
Special Attacks/Actions: Rock throwing Abilities: Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 13
Special Qualities: immunity to fire, rock catching, save bonuses, vulnerability to cold
Feats: Cleave; Great Cleave; Improved Overrun; Improved Sunder; Iron Will; Power Attack
Skills: Climb +10, Craft (weaponsmithing) +6, Intimidate +7, Jump +10, and Spot +14
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Warm mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 3rd-6th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)
Treasure/Possessions: Standard

Description

Draconic Fire Giant* (CR 11)

Large Giant (Fire)
Alignment: Lawful evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +14

AC: 24 (-1 size, -1 Dex, +9 natural, +7 half-plate armor), touch 8, flat-footed 24
Hit Dice: 15d8+90 (157 hp)
Fort +15, Ref +4, Will +9 Speed: 40 ft.(30 ft. in half-plate armor)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +26
Attack: Greatsword +21 melee or slam +21 melee or rock +10 ranged or claw +21 melee
Full Attack: Greatsword +21/+16/+11 melee or 2 slams +21 melee or rock +10 ranged or 2 claws +21 melee
Damage: Greatsword 3d6+16, slam 1d4+11, rock 2d6+11 plus 2d6 fire, claw 1d4+11
Special Attacks/Actions: Rock throwing Abilities: Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 13
Special Qualities: immunity to fire, rock catching, save bonuses, vulnerability to cold
Feats: Cleave; Great Cleave; Improved Overrun; Improved Sunder; Iron Will; Power Attack
Skills: Climb +10, Craft (weaponsmithing) +6, Intimidate +7, Jump +10, and Spot +14
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Warm mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 3rd-6th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)
Treasure/Possessions: Standard

Combat

Draconic Fire Giant* (CR 11)

Large Giant (Fire)
Alignment: Lawful evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +14

AC: 24 (-1 size, -1 Dex, +9 natural, +7 half-plate armor), touch 8, flat-footed 24
Hit Dice: 15d8+90 (157 hp)
Fort +15, Ref +4, Will +9 Speed: 40 ft.(30 ft. in half-plate armor)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +26
Attack: Greatsword +21 melee or slam +21 melee or rock +10 ranged or claw +21 melee
Full Attack: Greatsword +21/+16/+11 melee or 2 slams +21 melee or rock +10 ranged or 2 claws +21 melee
Damage: Greatsword 3d6+16, slam 1d4+11, rock 2d6+11 plus 2d6 fire, claw 1d4+11
Special Attacks/Actions: Rock throwing Abilities: Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 13
Special Qualities: immunity to fire, rock catching, save bonuses, vulnerability to cold
Feats: Cleave; Great Cleave; Improved Overrun; Improved Sunder; Iron Will; Power Attack
Skills: Climb +10, Craft (weaponsmithing) +6, Intimidate +7, Jump +10, and Spot +14
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Warm mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 3rd-6th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)
Treasure/Possessions: Standard