Giant Fire

To Main Bestiary To Norse Monsters

grey line
"Hey! Come hither, / And stop me this cranny!" Date (1910) The Rhinegold & the Valkyrie, Rackham, Arthur (illus), p. 64, London, United Kingdom: William Heinemann. Retrieved on 2011-06-23. Arthur Rackham (1867–1939) "Hey! Come hither, / And stop me this cranny!" Date (1910) The Rhinegold & the Valkyrie, Rackham, Arthur (illus), p. 64, London, United Kingdom: William Heinemann. Retrieved on 2011-06-23. Arthur Rackham (1867–1939)

Fire Giants were less powerful than the Frost Giants, and not as malevolent; though both shared the hatred of the gods and the Fire Giants will march alongside the Frost Giants into battle at Ragnarok.

Fire Giants lived in Muspellheim, a flaming, torrid region, far to the south of the other worlds. It is opposed to Niflheim and whose animating beams made the ice in Niflheim melt and created the first living beings. The celestial bodies were made from its sparks which flew out into space. The ruler of the Fire Giants and the realm of Muspellheim is Surt, who is fated to destroy Yssdrasgil, the world tree at Ragnarok.

Some fire giants have bright orange hair. An adult male is 12 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.

Fire Giant
Large Giant (Fire)
Hit Dice 15d8+75 (142 hp)
Initiative -1
Speed 30 ft. in Half-plate armor (6 squares); base speed 40 ft.
Armor Class 23 (-1 size, -1 Dexterity, +8 natural, +7 Half-plate armor) touch 8, flat-footed 23
Base Attack/Grapple +11/+25
Attack greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Full Attack greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Space/Reach 10 ft./10 ft.
Special Attacks Rock throwing
Special Qualities Immunity to fire, Low-Light Vision, rock catching, vulnerability to cold
Saves Fort +14, Ref +4, Will +9
Abilities Strength 31, Dexterity 9, Constitution 21, Intelligence 10, Wisdom 14, Charisma 11
Skills Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Environment Warm mountains or Muspelheim
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 ettins, and 1-2 young red dragons)
Challenge Rating 10
Treasure Standard
Alignment Often lawful evil
Advancement By character class
Level Adjustment +4

Combat

Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire 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.

Rock Throwing (Ex) The range increment is 120 feet for a fire giant's thrown rocks.

Fire Giant Characters

Most groups of fire giants include clerics. A fire giant cleric has access to two of the following domains: Evil, Law, Trickery, or War (most choose Trickery or War, some choose both).

gray line
To Main Bestiary To Norse Monsters

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.