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Documentation Area

Document Path: /doc/monsters/fire_giant


Name:
	Fire Giant  (Humanoid)

Stats:
	No. Appearing  : 1-8
	Climate/Terrain: Any temperate, subtropical, tropical, where hot
	Frequency      : Rare
	Organization   : Tribal
	Activity Cycle : Any
	Diet           : Omnivore

Description:
	Fire giants are brutal, ruthless, and militaristic. They are tall, but
	squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12
	foot chest, and weighs about 7500 pounds. Fire giants have coal black
	skin, flaming red or bright orange hair, and prognathous jaws that re-
	veal dirty ivory or yellow teeth. They can live to be 350 years old.

	Fire giant warriors usually wear banded mail and round metal helmets.
	They carry their belongings in huge sacks. A typical fire giant's sack
	contains 2-5 throwing rocks, the giant's wealth, a tinderbox, and 3-12
	common items. Everything they own is battered, filthy, and smelly, ma-
	king it difficult to identify valuable items.

	All fire giants can speak the language of all giants and their own
	tongue.

Combat:
	Fire giants are immune to nonmagical fire and heat, as well as red dra-
	gon breath. They are resistant to all types of magical fire; those at-
	tacks will inflict less damage than expected. Adult fire giants can
	hurl rocks. Their minimum range is 3 yards while their maximum is 200
	yards. They can catch similar large missiles 50% of the time. They
	usually fight in disciplined groups, throwing rocks until they run out
	of ammunition or the opponent closes. Fire giants often wait in ambush
	at lava pools or hot springs, hurling heated rocks at victims.

	Warriors favour huge two-handed swords. A fire giant's oversized wea-
	pons do double normal (man-sized) damage to all opponents, plus the
	giant's strength bonus.

Habitat/Society:
	Fire giants live in well organized military groups, occupying large
	castles or caverns. When encountered in their lair, there will be 13-20
	giants, half of whom will be immature giants. 25% of them are infants
	with no combat ability and the hit points of an ogre, while the rest
	are older progeny with reduced hit points, damage, and attack rolls.

	Their lairs are always protected by vigilant watchmen, and sometimes by
	traps. Fire giants favour deadfalls that can crush intruders, and large
	crossbow devices that fire one, two, or three huge bolts.

	Particularly intelligent fire giant leaders will command groups three
	or four times normal size. One who commands 30 or more giants usually
	will call himself a king. Kings always will have batter than normal ar-
	mour and a magical weapon.

	There is a 20% chance that any band of fire giants will have a shaman
	(80%) or a witch doctor (20%). If the group is lead by a king, there is
	an 80% chance of a spell caster. Fire giant shamans are priests of up
	to 7th level. A shaman can cast normal or reversed spells from the ele-
	mental, healing, charm, protection, divination, or combat spheres. Fire
	giant witch doctors are priest/wizards of up to 7th/3rd level; they
	prefer spells that can detect or thwart intruders.


	Fire giants often capture and tame other creatures as guards. There is
	a 50% chance that a fire giant lair will contain 1-4 hell hounds. Lar-
	ger than normal groups check once for every 10 giants. Bands with 30 or
	more giants have an additional 30% chance to have 2-5 trolls, larger
	groups check once for every 20 giants. A king's group has a 20% chance
	to have 1-2 red dragons of age very young to young adult in addition to
	other guards. Fire giants frequently take captives to hold for ransom
	or use as slaves. There is a 25% chance that a lair will contain 1-2
	captives, larger bands check once per 10 giants.

Ecology:
	Fire giants live wherever there is a lot of heat. They prefer volcanic
	regions or areas with hot springs. Frequently they share their lairs
	with other fire-dwelling creatures such as salamanders or fire elemen-
	tals.

	Fire giants prefer to eat meat and bread, they can hunt and kill their
	own meat, but raid human and demi-human settlements for grain, cap-
	tives, and treasure.


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