Fire Giant

Large Giant (Fire) — CR 10

Monster Manual v.3.5 (MM), p. 1213.5
Hit Dice
15d8+75 (142 hp)
Initiative
-1
Speed
Land 30 ft, in half-plate armor; base 40 ft.
Armor Class
23, touch 8, flat-footed 23
Base Attack / Grapple
+11/+25
Attack
Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Full Attack
Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
STR
31
DEX
9
CON
21
INT
10
WIS
14
CHA
11
Fort / Ref / Will
+14 / +4 / +9
Challenge Rating
10
Alignment
Often Lawful-Evil
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–5th 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
Standard
Environment
Mountains
Level Adjustment
+4

Special Abilities

Rock ThrowingImmunity to FireLow-Light VisionRock CatchingVulnerability to Cold

Feats

This giant resembles a mammoth dwarf with coal-black skin, flaming red hair, and a prognathous jaw that reveals dirty ivory teeth.

Description

Giants combine great size with great strength, giving them an unparalleled ability to wreak destruction upon anyone or anything unfortunate enough to get in their way.

Giants have a reputation for crudeness and stupidity that is not undeserved, especially among the evil varieties. Most rely on their tremendous strength to solve problems, reasoning that any difficulty that won’t succumb to brute force isn’t worth worrying about. Giants usually subsist by hunting and raiding, taking what they like from creatures weaker than themselves.

All giants speak Giant. Those with Intelligence scores of 10 or higher also speak Common.

Fire giants are brutal, ruthless, and militaristic.

Some fire giants have bright orange hair. An adult male is 12 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old.

Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel.

A typical fire giant’s bag contains 1d4+1 throwing rocks, 3d4 mundane items, a tinderbox, and the giant’s personal wealth. Everything a fire giant owns is battered, dirty, and often singed by heat.

Combat

Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They have enough cunning to soften up a foe with ranged attacks first, if they can. A giant’s favorite ranged weapon is a big rock.

Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favor magic flaming swords in melee (when they can get them). They are also fond of grabbing smaller opponents and tossing them somewhere very hot.

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a fire giant’s thrown rocks.

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Most groups of fire giants include clerics. A fire giant cleric has access to two of the following domains: Evil, Law, Trickery, or War (most choose Trickery or War, some choose both).