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Dragonstorm Fire GiantCreature 18


RareNEHugeGiantHumanoid
Source Pathfinder #150: Broken Promises
Perception +30 (low-light vision)
Languages Auran, Common, Draconic, Jotun
Skills Acrobatics +31, Athletics +35, Intimidation +35
Str +9, Dex +6, Con +7, Int +3, Wis +5, Cha +2

AC 42; Fort +33; Reflex +27; Will +30;
HP 400
Speed 35 feet
Immunities fire
Weaknesses Good 20
Resistances Acid 20, Electricity 20, Cold 20, Poison 20

Greatsword One Action +35 (+30, +25) to hit (magical, reach 15, versatile p) 1d6 Electricity + 3d12+20 Slashing
Rock One Action +35 (+30, +25) to hit (range increment 120) 3d10+12 Bludgeoning + 1d6 Electricity

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Dragonstorm Blade Three Actions (divine, evocation)

The dragonstorm fire giant raises one hand to the sky, channeling dragonstorm energy into the blade held in the other. The giant makes a greatsword Strike with a -2 circumstance penalty against each creature within its reach. It makes only one attack roll and compares the result against each creature's AC. This Strike deals an additional 1d8 acid, 1d8 cold, 1d8 electricity, 1d8 fire, and 1d8 poison damage and counts as two attacks for the giant's multiple attack penalty.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.


Arcane Innate Spells (DC 40, +32 to hit)

3rd Level: Levitate (At Will)
4th Level: Freedom of Movement (Constant)



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.