Fire Giant Cannoneer
Fire Giants
9,000 lbs
22
3130.51

216 / 216
10
23
40
28
120
2
10
4

Helmet
Plate
Bracers, Iron
Greaves, Iron
Boots, Iron
Heavy Flame Cannon
 
Tower Shield

  • Inventory Unequipped:
  • 30 Firearms Mortar Shell
    10 gp


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


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


  • Passive Abilities:
  • No Fingers Required
    500 gp
  • Siege Monster
    3500 gp
  • Equipment Size: Huge
  • Extra Weapon Damage - Fire (2d6)
    9.36 1000 gp
  • Weapon Size: Huge
  • Armor Size: Huge
  • Knightly Presence
    1500 gp

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

  • Quick Abilities:
  • Shield Wall
    24.5
  • Shoulder Throw
    19.69
  • Solid Armament
    120 1000 gp

  • Attack Abilities:
  • Fire Attack (2d6)
    12.78 1600 gp
  • Palm Burst
    100 gp
  • Iron Grip
    11.51 500 gp

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

  • Reaction Abilities:
  • Unshakable Defense
    3000 gp

  • Opportunity Attack Abilities:
  • Counter Jab
    1000 gp

  • At Will Spell(s):
  • Fire Bolt
    20 0
  • Fireball
    5.01 3

  • Innate Spell per Long Rest:
  • Wall of Fire
    4


  • Monster Bits:
  • 540 Animal Blood
    0.1 gp
  • 1800 Animal Bone
    0.03 gp
  • 1350 Animal Fat
    0.5 gp
  • 2700 Animal Meat
    0.05 gp
  • 810 Hard Skin
    0.1 gp
  • 2 Fire Giant Finger
    50 gp

You watch as the Fire Giant Cannoneer lumbers forward, soot-blackened armor gleaming, cannon fused to its arm. Smoke coils from vents along its shoulders, and each step sends tremors through the cracked, scorched ground.

Fire Giant Cannoneers are master artillerymen, wielding massive shoulder-mounted cannons that launch molten shot. Clad in heat-tempered armor, they devastate fortifications and enemy ranks alike. Often found guarding volcanic strongholds or leading siege assaults, their precision and raw power make them feared assets on any battlefield.

Fire Giants
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(s):
  • Fire Bolt
    20 0
  • Fireball
    5.01 3

  • Innate Spell per Long Rest:
  • Wall of Fire
    4

  • Special Senses:
  • Nightsight: +120

  • Damage Type Resistance:
  • Fire

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

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

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

  • Monster Bits:
  • 2 Fire Giant Finger
    50 gp

  • Extra Attack: +1

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

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

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

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

  • Skill Tier 2:
  • Domir Language Skill

  • Skill Tier 3:
  • Empathy

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

  • Skill Tier 7:
  • Fortitude
    47.23

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