Menu

Source Library

Digital supplements and compendia—rules content, adventures and setting material you add to My Library.

Source Browse Library
Adventure Adventures

Standalone adventures—ready to run. Purchase the source in the Library for access.

Adventure All Adventures Free Adventure Free Adventures Paid Adventure Paid Adventures
Discord X Theme Dark Mode Theme Light Mode Toggle Panels on
FateTide Tell Your Story
Fire Giant Molten Guard
Huge
Fire Giants
9,000 lbs
Soldier Role
18
1933.82

Body
Mind
Soul
Vitality
162 / 162
Armor
10
23
Luck
Walking Speed
40
Jumping Speed
26
Nightsight
120
Unhindered Attacks
3
Reach
10
Damage Type Resistance
Damage Type Immunity
Immune Status Effect
ST 2 | 4 SP | d5
ST 3 | 7 SP | d6
ST 5 | 13 SP | d8
ST 7 | 19 SP | d10
Skill Roll Adv
Skill Roll Dis
Language Fluent

Helmet
Plate
Bracers, Iron
Greaves, Iron
Boots, Iron
Greatsword
 
Greatsword


  • Natural Armor Natural Armor:
  • Natural Armor +2
    32 0 gp


  • Natural Weapon Natural Weapon(s):
  • Slam (10) (3d10)
    357.56


  • Passive Ability Passive Abilities:
  • Siege Monster
    500 3500 gp
  • No Fingers Required
    500 gp
  • Equipment Size: Huge
  • Extra Weapon Damage - Fire (2d8)
    12.03 3000 gp
  • Weapon Size: Huge
  • Armor Size: Huge
  • Knightly Presence
    1500 gp Requires Skill Tier 1 Heavy Armor Skill

  • Ability Abilities:
  • Fire Breath Weapon (15) (7d6)

  • Quick Ability Quick Abilities:
  • Shoulder Throw
    19.69 Requires Skill Tier 4 Natural Weapon Skill
  • Solid Armament
    120 1000 gp Requires Skill Tier 5 Heavy Armor Skill

  • Attack Ability Attack Abilities:
  • Fire Attack (2d6)
    12.78 1600 gp
  • Cleave
    Requires Skill Tier 1 Two-Handed Melee Weapon Skill
  • Pommel Strike
    4.89 Requires Skill Tier 1 One-Handed Melee Weapon SkillRequires Skill Tier 1 Two-Handed Melee Weapon Skill
  • Palm Burst
    100 gp Requires Skill Tier 2 Natural Weapon Skill
  • Arcing Slash
    Requires Skill Tier 3 Two-Handed Melee Weapon Skill
  • Iron Grip
    11.51 500 gp Requires Skill Tier 3 Natural Weapon Skill
  • Breaking Edge
    3.96 Requires Skill Tier 4 Two-Handed Melee Weapon Skill
  • Lacerating Strike
    1.67 Requires Skill Tier 5 One-Handed Melee Weapon SkillRequires Skill Tier 5 Two-Handed Melee Weapon Skill

  • Free Ability Free Abilities:
  • Fire Retalation (2d6)
    12.09

  • Reaction Ability Reaction Abilities:
  • Grinding Halt
    Requires Skill Tier 1 Two-Handed Melee Weapon Skill
  • Cross-Guard Catch
    Requires Skill Tier 2 Two-Handed Melee Weapon Skill
  • Unshakable Defense
    3000 gp Requires Skill Tier 3 Heavy Armor Skill

  • Opportunity Attack Ability Opportunity Attack Abilities:
  • Counter Jab
    1000 gp Requires Skill Tier 5 Natural Weapon Skill

  • At Will Spell At Will Spell:
  • Fire Bolt
    20 2ap 0 Circle of Evocation
  • Fireball
    5.01 2ap 3 Circle of Evocation

  • Innate Spell Per Long Rest Innate Spell per Long Rest:
  • Wall of Fire
    2ap 4 Circle of Evocation


  • Monster Bit Monster Bits:
  • Fire Giant Finger
    50 gp
  • 2 Fire Giant Finger
    50 gp

The obsidian-hued giant looms, twice the height of an ogre, exuding strength thricefold. Its plate armor, resembling cooled lava, echoes with each calculated step. Gripping a greatsword wider than most shields, the giant emanates a chilling mastery. The mind recoils at the prospect of the imminent, violent swing, a force that promises devastation.

Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.

Fire Forged.

Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.

Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.

Martial Experts.

From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.

The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout their smoky halls.

Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.

Feudal Lords.

Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.

Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.

Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce.

Skilled Artisans.

Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.

Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.

Fire Giants
Creature Sub Type
Creature Sub Type
732.72

Fire Giants are master smiths, rivaling dwarves in craftsmanship. Their society is built around forges, with status earned through skill at metalwork. Leaders are chosen not by blood, but by forging legendary creations. Their halls echo with hammerfall, and their armor, tools, and weapons are both beautiful and brutally effective.

You see them past the molten gates—ash-streaked skin, hair like burnt wire, hands blackened from forgework. Their armor glows at the seams, etched with runes, each step ringing heavy on the stone floor.

  • At Will Spell At Will Spell:
  • Fire Bolt
    20 2ap 0 Circle of Evocation
  • Fireball
    5.01 2ap 3 Circle of Evocation

  • Innate Spell Per Long Rest Innate Spell per Long Rest:
  • Wall of Fire
    2ap 4 Circle of Evocation

  • Senses Special Senses:
  • Nightsight Nightsight: +120

  • Damage Type Resistance Damage Type Resistance:
  • Fire Fire

  • Immune Status Effect Immune to Status Effect:
  • Freezing Freezing
  • Frozen Frozen
    -622.5

  • Natural Armor Natural Armor:
  • Natural Armor +2
    32 0 gp

  • Natural Weapon Natural Weapon(s):
  • Slam (10) (3d10)
    357.56

  • Monster Bit Monster Bits:
  • 2 Fire Giant Finger
    50 gp

  • Extra Attack Extra Attack: +1

  • Passive Ability Passive Abilities:
  • No Fingers Required
    500 gp
  • Siege Monster
    500 3500 gp

  • Ability Abilities:
  • Fire Breath Weapon (15) (7d6)

  • Attack Ability Attack Abilities:
  • Fire Attack (2d6)
    12.78 1600 gp

  • Free Ability Free Abilities:
  • Fire Retalation (2d6)
    12.09

  • ST 2 | 4 SP | d5 Skill Tier 2:
  • Domir Domir Language Skill

  • ST 3 | 7 SP | d6 Skill Tier 3:
  • Empathy Empathy

  • ST 5 | 13 SP | d8 Skill Tier 5:
  • Attention Attention
  • Enchanting Enchanting
  • Excavating Excavating
  • Frighten Frighten
    33.68
  • Heavy Armor Skill Heavy Armor Skill
  • Initiative Initiative
  • Inspection Inspection
  • Natural Weapon Skill Natural Weapon Skill
  • Navigation Navigation
  • One-Handed Melee Weapon Skill One-Handed Melee Weapon Skill
  • Psyche Psyche
  • Shield Armor Skill Shield Armor Skill
  • Smithing Smithing
  • Two-Handed Melee Weapon Skill Two-Handed Melee Weapon Skill
  • Willpower Willpower

  • ST 7 | 19 SP | d10 Skill Tier 7:
  • Fortitude Fortitude
    47.23

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).

Effect 1
20%
Effect 2
20%
Ambience
20%
Music
20%

Item Information