Fire Giant

Fire Giant

Huge giant
Challenge

STR
7
DEX
−1
CON
6
INT
0
WIS
2
CHA
1

162
13d12+78
19
Soak
2
Fort
+9
Ref
+6
Will
+4
Defense note plate
Damage immunities fire
Condition immunities burning

Speed 5 m.
Skills Athletics +10 (21), Brawn +10 (21), Perception +5 (16)
Senses low-light vision
Languages Jotun

Maneuvers. The fire giant uses maneuvers (maneuver save Difficulty 19). It has 17 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: advance, block blow, covering strike, disorient, goading strike, grapple, hamstring, lead the attack, parry, sacrifice, shield bash, slice through, spring attack, trip, unwavering mark, whirling blade

2 stamina dice: disarm, frenzy, vengeance

Actions (2)

Greatsword. Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 26 (3d12 + 7) slashing damage.

Shortsword. Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 17 (3d6 + 7) piercing damage.

Rock (1/turn). Melee or Ranged Weapon Attack: +10 to hit (with disadvantage if the target is within 1 meter), reach 1 m. or range 10/100 m. Hit: 29 (4d10 + 7) bludgeoning damage.

Mountain, Underdarksrd

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

1 minute/stamina die

As an action, make a weapon attack to force the creature on the defensive, buying your allies critical seconds.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

1 minute/stamina die

As an action, make a melee weapon attack to goad the creature into attacking you.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As a reaction, which you use when a creature within 1 meter of you hits another creature, is hit by an attack, or is missed by 4 or less roll, you can cause that attack to target you instead.

As an action, make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die and can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a success, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage, target a creature of a larger size, and push the creature an additional meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a weapon attack to menace the creature, foiling its attacks and punishing them for harming others.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it is marked by you for the duration. While marked, you have advantage on opportunity attacks made against the target and the target has disadvantage on any attack that doesn’t target you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The effect ends if you are incapacitated, someone else marks the creature, you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon to disarm the creature.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw, which it does with advantage if it is holding the item with two or more hands, or it drops one item of your choice that it’s holding.

If the saving throw fails by 5 or more, the object lands in a space within 1 meter of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.