Fire Giant

- Size: Huge
- Type: Giant
- Alignment: Lawful Evil
- AC: 18
- Initiative: +3 (13)
- HP: 162 (13d12 + 78)
- Speed: 30 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 25 | +7 | +7 |
| DEX | 9 | -1 | -1 |
| CON | 23 | +6 | +9 |
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +5 |
| CHA | 13 | +1 | +4 |
- Skills: Athletics +10, Perception +5
- Immunities: Fire
- Senses: Passive Perception 15
- Languages: Giant
- CR: 9 (XP 5,000; PB +4)
Actions
Multiattack. The giant makes two attacks, using Greatsword or Rock in any combination.
Greatsword. Melee Attack Roll: +11, reach 10 ft . Hit: 21 (4d6+7) Slashing damage.
Rock. Ranged Attack Roll: +11, range 60/240 ft. Hit: 20 (3d8 + 7) Bludgeoning damage.
Bonus Actions
War Cry (Recharge 5-6). The giant or one creature of its choice that can see or hear it gains 16(2d10+5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn.
Lore & Background
Fire giants are among the most militaristic and disciplined of all giant-kind, dwelling in fortresses built within active volcanoes or deep underground near molten lava flows. These imposing beings stand nearly 18 feet tall, with dark skin that glows with inner heat and hair that resembles flowing lava. Fire giants have built a civilization based on martial prowess, craftsmanship, and strict military hierarchy.
Their society revolves around the forge and the battlefield, with every fire giant trained as both a warrior and a smith from childhood. They create some of the finest weapons and armor in existence, working with metals that would be impossible for other races to handle. Fire giants worship deities of war and the forge, seeing conflict as a means to prove one's worth and craftsmanship as the highest form of art.
Combat Tactics
Fire giants are formidable warriors who combine brute strength with tactical intelligence. They prefer to engage enemies at range first, hurling massive boulders with devastating accuracy before closing for melee combat. Their Rock attacks can strike targets up to 240 feet away, allowing them to soften up enemies before they can close distance.
In melee, fire giants wield enormous two-handed swords with deadly efficiency, often heated to red-hot temperatures. They coordinate their attacks when fighting in groups, using military formations and tactics learned through centuries of warfare. Their immunity to fire damage makes them particularly dangerous in volcanic environments where they can use the terrain to their advantage.
Encounter Ideas
The Forge Master's Challenge: A fire giant smith offers to craft legendary weapons for the party, but only if they can prove their worth by surviving his trials of combat and endurance within his volcanic forge.
Siege of the Iron Citadel: A fire giant warlord has united several clans to assault a dwarven stronghold, seeking to claim their legendary forges. The party must help defend the citadel or find a way to break the alliance between the giant clans.
The Cooling Forge: A fire giant settlement faces extinction as their volcanic home begins to cool and solidify. Desperate, they've begun raiding surface settlements for magical fire sources to reignite their forges and save their civilization.
Honor Duel: A fire giant challenges the party's strongest warrior to single combat, claiming they've dishonored his clan. The duel must be fought according to ancient giant traditions, with the victor earning the respect of the entire clan.
Lair Features
Fire giant strongholds are marvels of engineering built to withstand both the heat of volcanic activity and the siege warfare they constantly engage in. Forge chambers filled with molten metal serve as both workshops and defensive positions. Lava moats and magma falls provide natural barriers against intruders.
Weapon racks displaying masterwork arms and armor line the walls, while training grounds with obstacles made of volcanic rock test the skills of young giants. War rooms contain detailed maps and battle plans, showing the giants' strategic thinking and military organization.
Treasure
Fire giants accumulate wealth through conquest and trade, particularly prizing items related to warfare and smithing. Their hoards often contain masterwork weapons and plate armor sized for giants, though some pieces can be resized for smaller creatures by skilled smiths.
Rare metals and volcanic gems are common, as are ancient battle standards and military regalia from conquered enemies. Forge tools of exceptional quality and magical smithing equipment represent some of their most prized possessions.
Plot Hooks
The Giant's Apprentice: A fire giant master smith seeks a small-sized apprentice who can work on intricate details that his massive hands cannot manage. The party might negotiate for one of their members to serve this role in exchange for legendary equipment.
Clan War: Two fire giant clans are locked in a bitter feud over mining rights to a particularly rich vein of magical ore. The party could choose sides, attempt to mediate, or exploit the conflict for their own purposes.
The Cooling World: Fire giants across the realm report that their volcanic homes are mysteriously cooling, threatening their entire civilization. They seek the party's help to investigate this supernatural phenomenon before their race faces extinction.
Alliance of Fire: A charismatic fire giant general seeks to unite all giant-kind under his banner for a great war against the smaller races. The party must decide whether to try to stop this alliance or find a way to redirect their martial ambitions toward a common threat.