Giant, Fire
Large Giant (Fire) — CR 10
Giant, Fire is a D&D 3.5 monster from —. CR 10, HD 15d8+75 (142 hp).
- Hit Dice
- 15d8+75 (142 hp)
- Initiative
- -1
- Speed
- land 40 ft, 40 ft. (30 ft. in chainmail)
- Base Attack / Grapple
- +11/+25
- Attack
- greatsword +20 melee; or slam +20 melee, or rock +10 ranged
- Full Attack
- greatsword +20/+15/+10 melee; or 2 slams +20 melee, or rock +10 ranged
- 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 and 1-2 young red dragons)
- Treasure
- Standard
- Level Adjustment
- +4
Special Abilities
Rock ThrowingRock CatchingFire Subtype
Feats
Description
Fire giants' thrown rocks have a range increment of 120 feet. Fire giants heat their rocks in fires, geysers, or lava pools, so that they deal additional 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.
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They posses 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 Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.