Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action.
The object bearing the rune has AC 15; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a fire rune on an object in its possession when it finishes a short or long rest.
Multiattack. The giant makes three Forge Hammer attacks or two Heated Rock attacks.
Forge Hammer. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that area glow red-hot until the start of the giant’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (3d6) fire damage and has disadvantage on attack rolls until the start of its next turn unless it has immunity to fire damage. The hammer can emit heat in this way only once per turn.
Heated Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 7) bludgeoning damage plus 12 (2d12) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or have the prone condition. After the giant throws the rock, roll a d6; on a roll of 3 or lower, the giant has no more rocks to throw.
Magma Wave (Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 32 (7d8) fire damage and has the restrained condition. As an action, a creature can make a DC 18 Strength (Athletics) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only.
Furnace Armor (Requires Fire Rune). The giant causes smoke and cinders to billow from its armor, filling a 30-foot-radius sphere centered on the giant. While the armor is billowing smoke, the giant has half cover. The armor stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect, or when the giant’s fire rune is destroyed.
The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
Forge Hammer.The giant makes a Forge Hammer attack.
Bursted Escape (Costs 2 Actions). The giant releases a burst of magical energy from its body. Each creature in a 10-feet area must make a DC 18 Strength saving throw or take 6 (2d6) force damage. The giant can then fly up to half its flying speed without provoking opportunity attacks.
Fire Rune (Costs 3 Actions) (2/Day). The giant can take an object inscribed with a Fire Rune from its bag and replace its current one.
Description
A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community’s defense, often in Surtur’s name. Some forgecallers prefer to live and work in isolation, seeking the hottest fires in volcanoes’ hearts or the Elemental Plane of Fire to pursue their own crafts and studies.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from their legs and body.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions when in her lair; it can’t take the same lair action two rounds in a row:
1. Sweltering heat sweeps through the fire giant’s lair. Up to 3 creatures within 30 feet of a fire giant that it can see and which are not resistant or immune to fire damage within the lair must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion.
2. The giant activates its hammer and strikes onto the ground, which hits the giant anvil in the chamber producing a thunderous, high-piched ping noise. Each creature within 20 feet of the anvil must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
3. A magnetic trap activates in the lair’s floor. Each creature on the ground within the lair must make a DC 16 Strength saving throw if it is wearing armor made of metal or wielding weapons made of metal. On a failed save, the creature is knocked prone and cannot stand up until it removes or lets go of the metal object, or the giant uses a different lair action. On a successful save, the creature stays standing, but its speed is halved until the giant uses a different lair action. Any unsecured medium or smaller metal object sticks to the ground and a creature can move it only after it uses its action to make a DC 18 Strength (Athletics) check.
Previous Versions
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8/24/2023 4:55:38 PM
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9/2/2023 6:28:07 PM
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