The * Frilond * Campaign
Revised Fire Giant

The various true giant races are among the iconic monsters of Dungeons and Dragons, most having been in the game since those original three booklets way back in 1974. The G, or Giant, series of modules (1978) were some of the most popular adventures ever published for 1st edition Advanced Dungeons and Dragons. The 2nd edition AD&D designers decided that giants needed a significant boost in order to justify their fearsome reputation, as well as to provide readily available monsters for higher level characters, since demons had been removed from the game. So the true giants were all given additional HD to make them tougher for 2nd edition. This power boost was preserved in the 3e revision.

Daniel R. Collins provides a pretty persuasive analysis that 3e giants have too many HD for their type and size, at least when compared to other 3e monsters. I would further argue that, in 3e, where all monsters get ability scores and can readily take character classes, the additional HD are unnecessary and actually limiting. A standard 3e fire giant, for example, has 15 HD and a level adjustment of +4, making it very nearly an epic character right out of the gate. I say better to scale the base HD back to more reasonable levels and thus give DMs and players more opportunities to add classes and templates to these monsters.

Dan did a very nice 1st edition conversion of the true giants for 3e. I've built on this work, updating the monsters to 3.5e and adding advanced versions that are comparable to the 3e Monster Manual versions, for those DM who want to have their cake and eat it, too. The following text is Open Game Content:

Fire Giant CR 8

Often LE Large giant (fire)

Init -1; Senses low-light vision; Listen +0, Spot +6

Languages Giant, Common

AC 19, touch 8, flat-footed 19
(-1 size, -1 Dex, +6 natural, +5 chainmail)

hp 104 (11 HD)

Immune fire

Fort +12, Ref +2, Will +3

Weakness vulnerability to fire

Spd 30 ft in chainmail armor (6 squares); base speed 40 ft.

Melee* greatsword +15/+10 (3d6+15/19-20)
or 2 slams +15 (1d4+10)

Ranged rock +7 (2d6+9 and 2d6 fire)

Space 10 ft; Reach 10 ft

Base Atk +8; Grp +21

Atk Options Great Cleave, Improved Sunder

Special Atk rock throwing (40 ft increment)

*1-point Power Attack

Abilities Str 29, Dex 9, Con 21, Int 10, Wis 10, Cha 11

SQ rock catching

Feats Cleave, Great Cleave, Improved Sunder, Power Attack

Skills Climb +9, Craft (any) +5, Intimidate +11, Jump +9, Spot +6

Environment warm mountains

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 (20-24 plus 1-6 marauders 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)

Treasure standard

Advancement by character class; Favored Class barbarian

Level Adjustment +4

Rock Catching (Ex) A fire giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a fire giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The fire giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult fire giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A fire giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 40 feet.

Fire Giant Marauder CR 11

Fire giant warrior 4

LE Large giant (fire)

Init -1; Senses low-light vision; Listen +0, Spot +6

Languages Giant, Common

AC 19, touch 8, flat-footed 19

hp 142 (15 HD)

Immune fire

Fort +16, Ref +3, Will +6

Weakness vulnerability to cold

Spd 30 ft (6 squares)

Melee* greatsword +18/+12/+8 (3d6+21/19-20)

Ranged rock +11 (2d6+10 and 2d6 fire)

Space 10 ft; Reach 10 ft

Base Atk +12; Grp +25

Atk Options Great Cleave, Improved Sunder

Special Atk rock throwing (40 ft increment)

*3-point Power Attack

Abilities Str 30, Dex 9, Con 21, Int 10, Wis 10, Cha 11

SQ rock catching

Feats Cleave, Great Cleave, Improved Sunder, Iron Will, Power Attack

Skills Climb +12, Craft (any) +5, Intimidate +15, Jump +12, Spot +6

Possessions chainmail, greatsword

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.

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.

Fire Giants as 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). Fire giant characters possess the following racial traits.

  • +18 Strength, -2 Dexterity, +10 Constitution.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A fire giant's base land speed is 40 feet.
  • Low-light vision.
  • Racial Hit Dice: A fire giant begins with eleven levels of giant, which provide 11d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +7, Ref +3, and Will +3.
  • Racial Skills: A fire giant's giant levels give it skill points equal to 14 x (2 + Int modifier). Its class skills are Climb, Craft (any), Intimidate, Jump, and Spot.
  • Racial Feats: A fire giant's giant levels give it four feats.
  • +6 natural armor bonus.
  • Natural Weapons: 2 slams (1d4).
  • Special Attacks (see above): Rock throwing.
  • Special Qualities (see above): Immunity to fire, rock catching, vulnerability to cold.
  • Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment: +4.