Huge Giant, Chaotic Good
Armor Class 18 (plate)
Hit Points 162 (13d12 + 78)
Speed 30 ft.
STR
25 (+7)
DEX
9 (-1)
CON
23 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws DEX +3, CON +10, CHA +6
Skills Athletics +11, Perception +6
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Passive Perception 16
Languages Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Orc
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Ash Puff. The first time the giant takes damage, any living creature within 5 feet of the giant must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Description

With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.

These Fire Giants were created by the magical devastation when the lands were being covered by the Ash thirty years ago. But the Ash had a different effect on them than the other monsters.

Habitat: DesertGrasslandHillMountainUnderdark

AshmirValhallen

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