Giant, Fire (CR 10)

Large Giant (Fire)
Alignment: Often lawful evil
Initiative: -1 (Dex); Senses: low-light vision and Spot +14


AC: 21 (-1 size, -1 Dex, +8 natural, +5 chainmail), touch 8, flat-footed 21
Hit Dice: 15d8+75 (142 hp)
Fort +14, Ref +4, Will +9
Speed: 40 ft. (30 ft. in chainmail)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +25
Attack: greatsword +20 melee; or slam +20 melee, or rock +10 ranged
Full Attack: greatsword +20/+15/+10 melee; or 2 slams +20 melee, or rock +10 ranged
Damage: Greatsword 3d6+15; slam 1d4+10, rock 2d6+10 and 2d6 fire
Special Attacks/Actions: Rock throwing
Abilities: Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Special Qualities: Immunity to fire, Rock catching, vulnerability to cold
Feats: Cleave; Great Cleave; Improved Overrun; Improved Sunder; Iron Will; Power Attack
Skills: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, and Spot +14
Advancement: By character class
Climate/Terrain: Any land and underground
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 and 1-2 young red dragons)
Treasure/Possessions: Standard

Source: Monster Manual

Rock Throwing (Ex): Adult giants are accomplished throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size cart catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a 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-size one, and 25 for at Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Fire giants' thrown rocks have a range increment of 120 feet. Fire giants heat their rocks in fires, geysers, or lava pools, so that they deal additional 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 Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They posses enough cunning to soften up a foe with ranged attacks first, if they can. A giant's favorite ranged weapon is a big rock.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.