Fire Giant

All fire giants can speak the language of all giants and their own tongue.​   Fire giants live in well organized military groups, occupying large castles or caverns. When encountered in their lair there will be 13-20 (1d8+12) giants, half of whom will be immature giants. To determine a Giants’s maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and the hit points of an ogre while rolls of 1-3 indicate older progeny with Hit Dice, damage, and attack rolls reduced by 1, 2 or 3, respectively. Their lairs are always protected by vigilant watchmen, and sometimes by traps. Fire giants favor deadfalls that can crush intruders for 5-30 (5d6) points of damage, and large crossbow devices that fire one, two, or three huge bolts for 2-16 (2d8) points of damage each. Particularly intelligent fire Giants leaders will command groups three or four times normal size. One who commands 30 or more giants usually will call himself a king. Kings always will have better than normal armor and a magical weapon of +1 to +3. There is a 20% chance that any band of fire giants will have a shaman (80%) or witch doctor (20%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire Giants shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the Elemental, Healing, Charm, Protection, Divination, or Combat spheres. Fire Giants witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can detect or thwart intruders. Fire giants often capture and tame other creatures as guards. There is a 50% chance that a fire Giants lair will contain 1-4 hell hounds. Larger than normal groups check once for every 10 giants. Bands with 30 or more giants have a additional 30% chance to have 2-5 (1d4+1) trolls, larger groups check once for every 20 giants. A king’s group has a 20% chance to have 1-2 red dragons of age category 2-5 (1d4+1) in addition to other guards. Fire giants frequently take captives to hold for ransom or use as slaves. There is a 25% chance that a lair will contain 1-2 captives, larger bands check once per 10 giants.​   Fire giants live wherever there is a lot of heat. They prefer volcanic regions or areas with hot springs. Frequently they share their lairs with other fire-dwelling creatures such as salamanders or fire elementals. Fire giants prefer to eat meat and bread, they can hunt and kill their own meat, but raid human and demi-human settlements for grain, captives, and treasure.​ ​Fire giants are brutal, ruthless, and militaristic. They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old. A fire Giants’s natural Armor Class is 5. Warriors usually wear banded mail and round metal helmets (AC -1). They carry their belongings in huge sacks. A typical fire Giants’s sack contains 2-5 (1d4+1) throwing rocks, the Giants’s wealth, a tinderbox, and 3-12 (3d4) common items. Everything they own is battered, filthy, and smelly, making it difficult to identify valuable items.​ ​In a long-lost age, mighty strongholds built on the rims of volcanoes served as the centers of power of a fire Giants empire. Allied with the efreets, the fire giants enslaved many humanoid races. The labor of humans and orcs helped build vast fortresses and roads and the magic of drow aided in creating a portal network linking the great fire Giants citadels. Though their empire fell long ago, fire giants yearn to reclaim this lost heritage. Exploring their fallen fortresses, the giants hope to reignite the portal system and create a staging ground for an invasion of their former territories. However. since fire giants have little interest in or aptitude for the rituals involved in reactivating the magic, they seek slaves to do their bidding.​ They usually fight in disciplined groups, throwing rocks until they run out of ammunition or the opponent closes. Fire giants often wait in ambush at lava pools or hot springs, hurling heated rocks at victims for an extra 1-6 points of damage. Warriors favor huge two-handed swords. A fire Giants’s oversized weapons do double normal (man-sized) damage to all opponents, plus the Giants’s strength bonus. Thus, a fire Giants two-handed sword does 2-20 (2d10) +10 points of damage.​ ​Hearthflame Aura: Any enemy that ends its turn within 3 squares of the fire Giants takes 2d10 pts. of physical/psionic fire damage. Any flame-based ally that ends its turn in the aura regains d10 hp.​ ​Magma Lash: The fire Giants summons a psychic fire whip and strikes an enemy within 5 squares doing 2d8 +10 pts. dmg. The target may be pulled up to 4 squares. If the target ends it's turn adjacent to the Giants, the target is autmatically grabbed.​ ​Magma Burst (Shaman): The shaman creates an incindiary section of terrain (10 ft. x 10 ft.) causing damage (melting stone, brunign vegetation, etc.) to the terrain. When intially suymmoned, creates in the area of effect take 2d6+10 pts. of dmg. Any enemy that enters the area or ends its turn there takes 2d10 pts. of dmg. The effect continiues until extinguished.​ ​Whirling Spear (Chieftain): Any shaman armed with a polearm or two-handed sword and also strikes successfully may shift 2 squares.​ Double Attack (Chieftain): 3/day the Chieftain may use Whirling Spear twice in a round. ​ ​Flameburst Leap (Shaman): The shaman may teleport 8 squares. Any enemies within 2 squares of the leave or arrival point take 2d10 pts. of dmg. ​ Smokecloud (Shaman): The shaman creates a cloud of smoke which blocks line of sight for all creatures except Fire Giants. It affects 12 squares. The Smokecloud lasts until dispelled through magical or non-magical means.​ ​Cindersmoke (Shaman): The shaman sets a Smokecloud alight, harming all creatures in the cloud (except those invulnerable to fire). 3d8+8 dmg. The Smokecloud is removed. ​ Resistant to Fire: Fire giants are immune to nonmagical fire and heat, as well as red dragon breath. They are resistant to all types of magical fire; such attacks inflict -1 hit point per die of damage.​   Fire Giants (2): AC -I (banded mail, helmet MV 12; lID 15+2-5 hpj hp 83, 70; THACO 5; /tAT 1; Dmg 2dl0+10 (glant-sized m'o-handed sword) or 2d10 (rocks SA hurl rocks; SD immune to non magical fire and heat and to red dragon breath, -1 point of damage per die from magical flame, calch rocks (50'0/0 chance SZ H (18' tall MLchampion (16 Int a\'eras~ (10 AL LE; XP 8,00) each.  
Special Advantages
SPECIALADV
 
Special Disadvantages
SPECIALDISADV
Also Known As
AKA
 
Government Type
GOVTYPE
 
Known Strongholds
KNOWNSTRONGHOLDS
 
Known Clans
KNOWNCLANS
 
Homeland
HOMELAND
 
Known Alliances
KNOWNALLIANCES
 
Trade Expertise
TRADEXPERTISE
 
Ability Score Adjustments
ABILITYSCOREADJ
 
Languages Spoken
LANGSPOKEN
 
Racial Enmities
RACIALENM
 
Life Expectancy
LIFEEXPEXT

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