Fire GiantCreature 10
Source Pathfinder Bestiary
Perception +18 (low-light vision)
Languages Common, Jotun
Skills Athletics +25, Crafting +22, Intimidation +23
Str +7, Dex +0, Con +5, Int +2, Wis +2, Cha +0
AC 31; Fort +23; Reflex +16; Will +18;
HP 175
Speed 25 feet
Immunities fire
Weaknesses Cold 10
Greatsword +24 (+19, +14) to hit (magical, reach 10, versatile p) 2d12+13 Slashing
Fist +23 (+19, +15) to hit (agile, reach 10) 2d8+13 Bludgeoning
Rock +23 (+18, +13) to hit (brutal, range increment 120) 1d6 Fire + 2d8+13 Bludgeoning
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.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Catch RockRequirements 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
Flaming Stroke (evocation, fire, primal)The fire giant imbues its blade with flames and makes a greatsword Strike with a -2 circumstance penalty against each creature in a 15-foot line. It makes only one attack roll and compares the result to each creature's AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant's multiple attack penalty.
Throw Rock (fire)A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit.
The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
The most militaristic of all giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one's superior, no matter if you are accountable to a lowly soldier or report to a powerful officer. As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the fire giant matures, both to ensure they are comfortable with steel against their skin and also to teach the giant as early as possible that they bear the burden of fighting to protect their traditions and way of life. To a fire giant, death is the flame in which the future is forged.
Fire giants are usually identified by their powerful stature, bright-orange hair that flickers and dances as if it were aflame, and heavy steel armor worn over garments of crimson, amber, or black. Most fire giants are covered in scars and refuse to conceal or obstruct them, as each jagged mark serves as a reminder of a valuable lesson they learned in battle. A typical fire giant stands 12 to 16 feet tall, weighs about 7,000 pounds, and lives to be 350 years old.
Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FireEffects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.