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Fire Giant

Fire Giant

MapTool Token

NameFire Giant
Sorted NameFire Giant
FamilyGiant
Size and TypeLarge Humanoid (fire, giant)
Hit Dice Count15
Hit Dice15d8+75 (142 hp)
Random Hit Points15d8+75 - 75
Initiative-1
Speed40 ft. (30 ft. in armor)
Armor Class23, touch 8, flat-footed 23 (+7 armor, -1 Dex, +8 natural, -1 size)
Base Attack/Grapple+11/+CMB: +22CMD: 31
Attack

greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10)

Full Attack

rock +10 (1d8+15 plus 1d6 fire)

Space/Reach10 ft./10 ft.
Special Attacksheated rock, rock throwing (120 ft.)
Special Qualities

low-light vision;

SavesFort +14, Ref +4, Will +9
AbilitiesStr 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Skills

Climb +14, Craft (any one) +8, Intimidate +11, Perception +14

Feats

Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)

Environmentwarm mountains
Challenge Rating10
Organization

solitary, gang (2-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 1 adept or sorcerer of 3rd-5th level, 2-5 hell hounds, and 2-3 trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer o

Treasurestandard (half-plate, greatsword, other treasure)
AlignmentLE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Giant, Fire

This lumbering giant has short stumpy legs and powerful, muscular arms. Its hair and beard seem to be made of fire.



Fire Giant

CR 10

XP 9,600
LE Large humanoid (fire, giant)
Init -1; Senses low-light vision; Perception +14

DEFENSE

AC 23, touch 8, flat-footed 23 (+7 armor, -1 Dex, +8 natural, -1 size)
hp 142 (15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerability to cold

OFFENSE

Spd 40 ft. (30 ft. in armor)
Melee greatsword +21/+16/+11 (3d6+15) or
2 slams +20 (1d8+10)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)

STATISTICS

Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +22; CMD 31
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)
Skills Climb +14, Craft (any one) +8, Intimidate +11, Perception +14
Languages Common, Giant

ECOLOGY

Environment warm mountains
Organization solitary, gang (2-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 1 adept or sorcerer of 3rd-5th level, 2-5 hell hounds, and 2-3 trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 fighter or ranger of 8th-9th level as king; and 17-38 hell hounds, 12-22 trolls, 7-12 ettins, and 1-2 young red dragons)
Treasure standard (half-plate, greatsword, other treasure)

SPECIAL ABILITIES

Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.


Fire giants are the most rigid and militaristic of all the giant races. They constantly train for war and practice brutal tactics on anyone and everyone that gets in their way. Their rigid command structure is complete with soldiers, officers, and even generals, and they obey orders from their kings unquestioningly.

Fire giants have bright orange hair that flickers and glows almost as if it were af lame. An adult male is 12 to 16 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 and wield large greatswords that they use to cut swaths across the battlefield. In large groups, fire giants fight with brutal and efficient group tactics, and aren't afraid to sacrifice one or two of their members to draw an enemy into an ambush.

Fire giants prefer hot locations-the hotter, the better.

They've been found in deserts, volcanoes, hot springs, and deep beneath the earth near lava vents. They live in castles, walled settlements, or large caverns, and the design of these locations reflects their rigid, militaristic lifestyle, with officers living in better quarters than the rank-and-file.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10), or rock +10 (1d8+15 plus 1d6 fire)

feats: CLEAVE, GREAT CLEAVE, IMPROVED OVERRUN, IMPROVED SUNDER, IRON WILL, MARTIAL WEAPON PROFICIENCY (GREATSWORD), POWER ATTACK, WEAPON FOCUS (GREATSWORD), ,


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