Fire Giant Picker: Difference between revisions

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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 17
| CR | 13
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 10
| Max-CR = 18


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Henchman, Killer, Leader, Legend, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->


| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
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         Example: "[[Common Red Dragon]]"                                                            -->
         Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Beneath the Earth, there is Fire.  
| Description | Beneath the Earth, there is Fire.  


:It is rare for creatures on the surface to ever see this deep, cthonic furnace, but when it does break free to the surface, the spectacle and destruction is so terrible that it spawns legends. Under the Earth, the furnace of the Earth is well known, and their are vast regions of the Unterwelt that are choked with flames and lava.
It is rare for creatures on the surface to ever see this deep, cthonic furnace, but when it does break free to the surface, the spectacle and destruction is so terrible that it spawns legends. Under the Earth, the furnace of the Earth is well known, and there are vast regions of the Unterwelt that are choked with flames and lava.


:Those portions of the Unterwelt are wastelands, uninhabitable by any of the 'usual' denizens of that dark, bleak realm.  
Those portions of the Unterwelt are wastelands, uninhabitable by any of the 'usual' denizens of that dark, bleak realm.  


:But not because of the fire. Living in fiery regions would be simple for the Drow, for example.  Their dark, Fey magics could harden them to easily withstand the flames.  
But not because of the fire. Living in fiery regions would be simple for the Drow, for example.  Their dark, Fey magics could harden them to easily withstand the flames.  


:No, the fiery portions of the Unterwelt are wastelands because of the terrible things that already live there.
No, the fiery portions of the Unterwelt are wastelands because of the terrible things that already live there.


:Fire Giants are massive creatures, twice the height of a human and as broadly-built and sturdy as any Dwarf. Their skin is solid black, although when washed by firelight it can take on a million dark and smoky hues. Their teeth glow with heat, their eyes even more-so, and flames wreathe their wild manes of hair and suffuse their terrible beards.
Fire Giants are massive creatures, twice the height of a human and as broadly-built and sturdy as any Dwarf. Their skin is solid black, although when washed by firelight it can take on a million dark and smoky hues. Their teeth glow with heat, their eyes even more-so, and flames wreathe their wild manes of hair and suffuse their terrible beards.


:Despite their affiliation with the wildest and most dangerous of the elements, Fire Giants are paradoxically stern, rigid, rules-abiding creatures. They form vast societies, with many castes and clans, societies and religions and cults and rules, they build precise cities of cruel black stone and fire-washed alleys. Fire Giants, despite their fiery natures, are creatures of discipline.
Despite their affiliation with the wildest and most dangerous of the elements, Fire Giants are paradoxically stern, rigid, rules-abiding creatures. They form vast societies, with many castes and clans, societies and religions and cults and rules, they build precise cities of cruel black stone and fire-washed alleys. Fire Giants, despite their fiery natures, are creatures of discipline.


:This means that a Fire Giant army is a terrible thing indeed, as they march and attack with discipline and unshakeable morale.  An individual Fire Giant is a hard-hearted, cruel beast, but they have no lack of personal courage, even the most craven of Fire Giants being a bastion of doughty durability.
This means that a Fire Giant army is a terrible thing indeed, as they march and attack with discipline and unshakeable morale.  An individual Fire Giant is a hard-hearted, cruel beast, but they have no lack of personal courage, even the most craven of Fire Giants being a bastion of doughty durability.


:Fire Giants are immune to fire and revel in it, and despite their cruel, rigid lives, they produce astonishing works of art and music, amazing angular sculptures in a dozen styles, and their heavy suits of black-iron armor are subtly engraved with a myriad of intricate and astonishingly beautiful designs.
Fire Giants are immune to fire and revel in it, and despite their cruel, rigid lives, they produce astonishing works of art and music, amazing angular sculptures in a dozen styles, and their heavy suits of black-iron armor are subtly engraved with a myriad of intricate and astonishingly beautiful designs.


:Fire Giant weapons are similarly well-made and beautiful, dark works of art steeped in the blood of the innocent.  
Fire Giant weapons are similarly well-made and beautiful, dark works of art steeped in the blood of the innocent.  


:Fire Giants are rarely seen on the surface world, but they can reach the surface by riding lava flows up inside volcanoes.  Indeed, the use of lava to travel is a common thread in Fire Giant life, with red-hot currents bearing their black-glass boats far and wide beneath the Earth, and obsidian ships cruising a sea of lava is one of those sights that will remain with you forever, if you are able to survive the finding of it.
Fire Giants are rarely seen on the surface world, but they can reach the surface by riding lava flows up inside volcanoes.  Indeed, the use of lava to travel is a common thread in Fire Giant life, with red-hot currents bearing their black-glass boats far and wide beneath the Earth, and obsidian ships cruising a sea of lava is one of those sights that will remain with you forever, if you are able to survive the finding of it.


:Fire Giants are not interested in slaves and plunder, directly. They are more interested in making long-term alliances with their neighbors from a position of strength, and then slowly grinding entire communities into economic thralldom. It is not unusual to find ogres and trolls and hill giants who have been serving a Fire Giant community for centuries, to the point that they really have no concept of life without their fiery overlords.
Fire Giants are not interested in slaves and plunder, directly. They are more interested in making long-term alliances with their neighbors from a position of strength, and then slowly grinding entire communities into economic thralldom. It is not unusual to find ogres and trolls and hill giants who have been serving a Fire Giant community for centuries, to the point that they really have no concept of life without their fiery overlords.


:In battle, Fire Giants are terrible foes, their weapons suffused with searing, painful heat and able to hurl blobs of white-hot lava.  Even worse, they are able to catch their enemies alight with a mere word, the supernatural flames nearly impossible to extinguish if you do not kill the giant which inflicted them. In melee, they are very capable, and will seek flanks so they can strike down unlucky victims with a few massive strikes from their burning weapons.
In battle, Fire Giants are terrible foes, their weapons suffused with searing, painful heat and able to hurl blobs of white-hot lava.  Even worse, they are able to catch their enemies alight with a mere word, the supernatural flames nearly impossible to extinguish if you do not kill the giant which inflicted them. In melee, they are very capable, and will seek flanks so they can strike down unlucky victims with a few massive strikes from their burning weapons.


:Fire Giant Pickers are the wanderers and wastrels of Fire Giant society, those who have fallen through the cracks, who are most often out and about looking for the odd bit of scrap iron or a left-over seam of coal.  They eke out a mean, miserable existence...for a Fire Giant.  They are tremendously powerful, like all Fire Giants, and as a result, Pickers are often allied with other groups, where their tremendous power is put to useful ends, and they can be relied upon to provide solid, reliable muscle and firepower.
Fire Giant Pickers are the wanderers and wastrels of Fire Giant society, those who have fallen through the cracks, who are most often out and about looking for the odd bit of scrap iron or a left-over seam of coal.  They eke out a mean, miserable existence...for a Fire Giant.  They are tremendously powerful, like all Fire Giants, and as a result, Pickers are often allied with other groups, where their tremendous power is put to useful ends, and they can be relied upon to provide solid, reliable muscle and firepower.
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Lawful Evil
| Alignment | Lawful Evil
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant
| Subtype | Giant
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]], [[Low-Light Vision]] 240 ft., [[Tremorsense]] 30 ft.
 
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.")
  <!-- SENSES -->
          [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
          [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]
| Sense-Is-Blind-to-Vision =
          [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]
| Sense-Is-Blind-to-Sound =
          [[Scent]], [[Keen Scent]], [[Perfect Scent]]
| Sense-Is-Blind-to-Smell =
          [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                  -->
| Sense-Has-Low-Light-Vision = Y
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range = 30
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception =  
| NudgePerception =  
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| NudgeAC =  
| NudgeAC =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


| StrongAgainst = '''''Immune (no effect):'''''Fire damage
| StrongAgainst = '''''Immune (no effect):''''' {{dmg|Fire}}
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 50 ft., [[Lesser Climb]] 30 ft, [[Tunneling]] 10 ft.
 
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
   <!-- MOVE TYPES -->
          [[Burrowing]], [[Tunneling]], [[Earth Glide]]
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
          [[Lesser Climb]], [[Greater Climb]], [[Brachiating]], [[Vaulting]]
        if they don't have that movement type, leave it blank                    -->
          [[Hover]], [[Lesser Flight]], [[Greater Flight]]
| Move-Type-Walk-Speed = 50
          [[Lesser Swim]], [[Greater Swim]], [[Jet]]
| Move-Type-Burrowing-Speed =
          [[Lesser Teleport]], [[Greater Teleport]]                          -->
| Move-Type-Tunneling-Speed = 10
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed = 30
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = piercing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes = plus {{CR}} points of Fire damage
| PriAtkNotes = '''plus:''' {{CR}} points of {{dmg|fire}} damage
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage = lo
| NudgePriDamage = -2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage = lo
| NudgeFullAtk-PriDamage = -2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range = 18-20
| Nudge-Pri-Atk-Crit-Range = 18-20
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = fire
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes = as Fire damage, plus all creatures adjacent to attacked victim suffers {{CR}} points of fire splash damage.
| RangedAtkNotes = '''plus:''' all creatures adjacent to target suffer {{CR}} points of {{dmg|fire}} as splatter damage (no save).
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


Line 476: Line 541:
         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
Line 538: Line 603:


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




Line 591: Line 656:
<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 656: Line 707:
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} non-lethal damage per interval.
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} {{dmg|poison}} damage per interval.
   Fruition    list fruition. Examples: all non-lethal damage becomes lethal; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
   Fruition    list fruition. Examples: Victim takes {{Special-Alpha-Dmg}} {{dmg|poison}} damage; Victim dies; Victim falls [[Prone]] and is [[Helpless]], etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.


Line 669: Line 720:
| Ability-1-Type = Su
| Ability-1-Type = Su
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Swift Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per round, a Fire Giant Picker may, as a Swift action, challenge a foe to mortal combat. The foe challenged must be within fifty feet of the Fire Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge.  Deaf foes are immune to Fiery Challenge.  The Giant does not have to share a language with the victim.   
| Ability-1-Description = Once per round as a swift action, a Fire Giant Picker may challenge a foe to mortal combat. The foe challenged must be within 50 feet of the Fire Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge.  Deaf foes are immune to Fiery Challenge.  The Giant does not have to share a language with the victim, nor is line of sight required.   


:Fiery Challenge lasts until the end of the Giant's next turn.  While Challenged, the victim takes a -1 to-hit penalty on any attacks, and a -1 penalty on any concentration rolls, that do not target or include the Challenging Giant.  
Fiery Challenge lasts until the end of the target's next turn.  While Challenged, the victim takes a -1 to-hit penalty on any attacks and caster checks, for any attacks or actions that do not target or include the Challenging Giant.  


:Furthermore, while Challenged, the foe gains the [[Burned]] condition. If the Challenged foe attacks the challenging Fire Giant, then the Burned condition does not inflict damage during the round in which the afflicted target attacked. 
Furthermore, if the Challenged foe fails to attack or include the challenging fire giant in at least one attack before the Challenge expires, the Challenged foe also gains the [[Burned]] condition.


:Note that it is possible for a single creature to be the target of multiple Fiery Challenges from multiple Fire Giants, but the penalty is never greater than a -1 to-hit or a -1 to concentration rolls, and Burned does not stack.  In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants. This means that in order to stop the Burned condtion from inflicting damage, you would have to target and strike every Challenging giant.
Note that it is possible for a single creature to be the target of multiple Fiery Challenges from multiple Fire Giants, but the penalty is never greater than a -1 to-hit or a -1 to caster checks, and the Burned condition does not stack.  In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants. This means that in order to stop the Burned condition from occurring, you would have to target and strike every Challenging giant before the challenges expire.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 714: Line 769:
| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Free Action 2/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Twice per round as a free action, a Fire Giant may roll a D20 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach. This applies to giant thrown weapons, siege weapon projectiles, arrows and bolts and bullets, and any other thrown weapon or ammo. Note that catching a projectile this way is a violent action that will set off alchemical bombs and items. If the Giant rolls an 8 or higher on this D20 roll, it successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it. Using this ability on a weapon with Returning means the attack is interrupted and lost but the weapon still returns to the wielder.
| Ability-2-Description = Twice per round as a free action, a Fire Giant may roll a d20 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach. This applies to giant thrown weapons, siege weapon projectiles, arrows, bolts, and bullets, or any other thrown weapon or ammo. Note that catching a projectile this way is a violent action that will set off alchemical bombs and similarly volatile items.  
 
If the Giant rolls an 8 or higher on this d20 roll, it successfully catches the attack, causing the attack to fail, unless it is an alchemical bomb or effect, in which case it effects the giant that caught it. Using this ability on a weapon with Returning means the attack is interrupted and lost but the weapon still returns to the wielder.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 753: Line 814:
| Ability-3-Type = Su
| Ability-3-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Once per encounter, as a swift action which can only be taken after they have suffered damage from an enemy, a Fire Giant Picker can allow its fiery heart to blaze free. When triggered, the Picker is healed for {{Hit-Dice}} hit points, and all enemy creatures within ten feet of its space suffers {{Hit-Dice}} points of fire damage.  
| Ability-3-Description = Once per encounter, as a swift action that can only be taken after they have suffered damage from an enemy, a Fire Giant Picker can allow its fiery heart to blaze free. When triggered, the Picker is healed for {{Hit-Dice}} hit points, and all enemy creatures within ten feet of its space suffer {{Hit-Dice}} points of {{dmg|fire}} damage.  


:If any enemy creature is caught in a Heart Blast while it is under the effect of Fiery Challenge from any Fire Giant, it takes the [[Burned]] damage dice as well as the {{Hit-Dice}} points of fire damage. This is all added together for purposes of overcoming ER.  
If any enemy creature is caught in a Heart Blast while it is under the effect of Fiery Challenge from any Fire Giant, it immediately takes [[Burned]] damage as well as the {{Hit-Dice}} points of fire damage. This is all added together for purposes of overcoming ER.
 
Affected enemy creatures may make a Fort save, DC {{Save-DC}}, to suffer only half this damage, including any Burned damage inflicted by it.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 794: Line 861:
| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
Line 833: Line 904:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 872: Line 947:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 911: Line 990:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 950: Line 1,033:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 989: Line 1,076:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 996: Line 1,087:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,024: Line 1,573:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Fire Giant Pickers are fairly simple foes, who will hurl White Hot Glass unless forced into melee.  Against masses of enemies, this is devastating, as the splash damage will mount quickly. This grows even worse if they are able to issue Fiery Challenges, as the Burned condition demands that attackers answer the Challenge.
| CombatTactics = Fire Giant Pickers are fairly simple foes, who will hurl White Hot Glass unless forced into melee.  Against masses of enemies, this is devastating, as the splatter damage will mount quickly. This grows even worse if they are able to issue Fiery Challenges, as the Burned condition demands that attackers answer the Challenge.


:Of course, in melee their attacks are just as nasty if not worse, the red-hot picks leaving terrible, searing wounds with every strike.  
Of course, in melee their attacks are just as nasty if not worse, the red-hot picks leaving terrible, searing wounds with every strike.  


:As they take damage, they will begin to use Heart Blast, for the small bit of healing, and far worse, to trigger the Burned condition on any foes that are Challenged.  
As they take damage, they will begin to use Heart Blast, for the small bit of healing, and far worse, to trigger the Burned condition on any foes that are Challenged.  


:They are smart melee fighters, and will try to use their Mobility to set up flanks. If they succeed in gaining a flank, or if a foe is otherwise at a disadvantage (Prone, etc), they will not hesitate to use Power Attack to try and end an enemy quickly.  Getting flanked by Fire Giants is frequently fatal!  Of course, going back-to-back to prevent flanks means that you are a juicy target for a volley of White Hot Glass, so that's a problem....
They are smart melee fighters, and will try to use their Mobility to set up flanks. If they succeed in gaining a flank, or if a foe is otherwise at a disadvantage (Prone, etc), they will not hesitate to use Power Attack to try and end an enemy quickly.  Getting flanked by Fire Giants is frequently fatal!  Of course, going back-to-back to prevent flanks means that you are a juicy target for a volley of White Hot Glass, so that's a problem....


:Once battle is begun, Fire Giants will not fight to the death against foes they believe to be lawful. If defeat becomes inevitable, they will often seek to negotiate terms of surrender, and if they can reach a state of quarter, they will abide with whatever they agree to.   
Once battle is begun, Fire Giants will not fight to the death against foes they believe to be lawful. If defeat becomes inevitable, they will often seek to negotiate terms of surrender, and if they can reach a state of quarter, they will abide with whatever they agree to.   


:Of course, their memories are very long, and woe betide you if you meet them again. They ARE evil, after all...
Of course, their memories are very long, and woe betide you if you meet them again. They ARE evil, after all...






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Fire Giant Pickers are some of the most commonly encountered Fire Giants, as they roam widely, looking for treasures and resources to take back to their black stone fortresses and holds.  Fire Giant Pickers are also fairly mercenary, and it is not unusual to find them working for other monsters, both above and below the surface.
| OutOfCombat = Fire Giant Pickers are some of the most commonly encountered Fire Giants, as they roam widely, looking for treasures and resources to take back to their black stone fortresses and holds.  Fire Giant Pickers are also fairly mercenary, and it is not unusual to find them working for other monsters, both above and below the surface.


:Fire Giants are seriously powerful, a nation of fire and terror and pain, but they are curiously strait-laced.  They are more interested in their internal politics and the eternal struggle against their hated foes, the frost giants, than they are in tormenting and subjugating their lessers.   
Fire Giants are seriously powerful, a nation of fire and terror and pain, but they are curiously strait-laced.  They are more interested in their internal politics and the eternal struggle against their hated foes, the frost giants, than they are in tormenting and subjugating their lessers.   


:That said, Fire Giants are not stupid, and if they think they can gain an advantage by allying with or conquering those around them, they will do so without hesitation, and a Fire Giant makes a cruel master, indeed....
That said, Fire Giants are not stupid, and if they think they can gain an advantage by allying with or conquering those around them, they will do so without hesitation, and a Fire Giant makes a cruel master, indeed....





Latest revision as of 21:53, 4 February 2023

Fire Giant Picker (CR 13)

Lawful Evil - Large - Humanoid (Giant)
Lore: Know (Local)
24 41
Basic DC Full DC
Initiative
Initiative Icon 2.png
24
Perception:
31 +21
Passive Active
Ambush:
12+
on a d20
  • Ambush Notes: Fire Giants have a difficult time laying ambushes, due to their heat and light.

Movement Types:

Defense

AC
Shield Icon 3.png
34
Man Def
Shield Icon 3.png
35
Monster Health
336 168 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +15
Refl: +10
Will: +10

Strong Against:

  • Immune (no effect): Fire (energy, common)
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+24
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Fiery Greatpick +20 (3d8+7/18-20 x2)
    as piercing (physical, common)
    plus: 13 points of fire (energy, common) damage

Full Attack (Melee):

  • 3x Fiery Greatpick +20 (3d8+7/18-20 x2)
    as piercing (physical, common)
    plus: 13 points of fire (energy, common) damage

Standard Attack (Ranged):

  • 1x White-Hot Glass +20 (3d8+11/19-20 x2)
    as fire (energy, common)
    (Increment: 50 ft.; Max Range: 150 ft.)
    plus: all creatures adjacent to target suffer 13 points of fire (energy, common) as splatter damage (no save).

Full Attack (Ranged):

  • 3x White-Hot Glass +20 (3d8+11/19-20 x2)
    as fire (energy, common)
    (Increment: 50 ft.; Max Range: 150 ft.)
    plus: all creatures adjacent to target suffer 13 points of fire (energy, common) as splatter damage (no save).

Siege Damage: Not siege capable

Statistics

36
STR
14
DEX
38
CON
10
INT
14
WIS
16
CHA

Skills:

Languages: Giant, Common

Feats:

  • Power Attack (EFFECT: This monster may take a -2 to all to-hits in exchange for a +10 bonus damage per attack.)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Fiery Challenge (Su) Swift Action 1/Rnd

Once per round as a swift action, a Fire Giant Picker may challenge a foe to mortal combat. The foe challenged must be within 50 feet of the Fire Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge. Deaf foes are immune to Fiery Challenge. The Giant does not have to share a language with the victim, nor is line of sight required.

Fiery Challenge lasts until the end of the target's next turn. While Challenged, the victim takes a -1 to-hit penalty on any attacks and caster checks, for any attacks or actions that do not target or include the Challenging Giant.

Furthermore, if the Challenged foe fails to attack or include the challenging fire giant in at least one attack before the Challenge expires, the Challenged foe also gains the Burned condition.

Note that it is possible for a single creature to be the target of multiple Fiery Challenges from multiple Fire Giants, but the penalty is never greater than a -1 to-hit or a -1 to caster checks, and the Burned condition does not stack. In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants. This means that in order to stop the Burned condition from occurring, you would have to target and strike every Challenging giant before the challenges expire.

Catch Boulders (Ex) Free Action 2/Rnd

Twice per round as a free action, a Fire Giant may roll a d20 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach. This applies to giant thrown weapons, siege weapon projectiles, arrows, bolts, and bullets, or any other thrown weapon or ammo. Note that catching a projectile this way is a violent action that will set off alchemical bombs and similarly volatile items.

If the Giant rolls an 8 or higher on this d20 roll, it successfully catches the attack, causing the attack to fail, unless it is an alchemical bomb or effect, in which case it effects the giant that caught it. Using this ability on a weapon with Returning means the attack is interrupted and lost but the weapon still returns to the wielder.

Heart Blast (Su) Swift Action 1/Enc

Once per encounter, as a swift action that can only be taken after they have suffered damage from an enemy, a Fire Giant Picker can allow its fiery heart to blaze free. When triggered, the Picker is healed for 25 hit points, and all enemy creatures within ten feet of its space suffer 25 points of fire (energy, common) damage.

If any enemy creature is caught in a Heart Blast while it is under the effect of Fiery Challenge from any Fire Giant, it immediately takes Burned damage as well as the 25 points of fire damage. This is all added together for purposes of overcoming ER.

Affected enemy creatures may make a Fort save, DC 23, to suffer only half this damage, including any Burned damage inflicted by it.

Fire Giant Picker

Fire Giant Picker

Beneath the Earth, there is Fire.

It is rare for creatures on the surface to ever see this deep, cthonic furnace, but when it does break free to the surface, the spectacle and destruction is so terrible that it spawns legends. Under the Earth, the furnace of the Earth is well known, and there are vast regions of the Unterwelt that are choked with flames and lava.

Those portions of the Unterwelt are wastelands, uninhabitable by any of the 'usual' denizens of that dark, bleak realm.

But not because of the fire. Living in fiery regions would be simple for the Drow, for example. Their dark, Fey magics could harden them to easily withstand the flames.

No, the fiery portions of the Unterwelt are wastelands because of the terrible things that already live there.

Fire Giants are massive creatures, twice the height of a human and as broadly-built and sturdy as any Dwarf. Their skin is solid black, although when washed by firelight it can take on a million dark and smoky hues. Their teeth glow with heat, their eyes even more-so, and flames wreathe their wild manes of hair and suffuse their terrible beards.

Despite their affiliation with the wildest and most dangerous of the elements, Fire Giants are paradoxically stern, rigid, rules-abiding creatures. They form vast societies, with many castes and clans, societies and religions and cults and rules, they build precise cities of cruel black stone and fire-washed alleys. Fire Giants, despite their fiery natures, are creatures of discipline.

This means that a Fire Giant army is a terrible thing indeed, as they march and attack with discipline and unshakeable morale. An individual Fire Giant is a hard-hearted, cruel beast, but they have no lack of personal courage, even the most craven of Fire Giants being a bastion of doughty durability.

Fire Giants are immune to fire and revel in it, and despite their cruel, rigid lives, they produce astonishing works of art and music, amazing angular sculptures in a dozen styles, and their heavy suits of black-iron armor are subtly engraved with a myriad of intricate and astonishingly beautiful designs.

Fire Giant weapons are similarly well-made and beautiful, dark works of art steeped in the blood of the innocent.

Fire Giants are rarely seen on the surface world, but they can reach the surface by riding lava flows up inside volcanoes. Indeed, the use of lava to travel is a common thread in Fire Giant life, with red-hot currents bearing their black-glass boats far and wide beneath the Earth, and obsidian ships cruising a sea of lava is one of those sights that will remain with you forever, if you are able to survive the finding of it.

Fire Giants are not interested in slaves and plunder, directly. They are more interested in making long-term alliances with their neighbors from a position of strength, and then slowly grinding entire communities into economic thralldom. It is not unusual to find ogres and trolls and hill giants who have been serving a Fire Giant community for centuries, to the point that they really have no concept of life without their fiery overlords.

In battle, Fire Giants are terrible foes, their weapons suffused with searing, painful heat and able to hurl blobs of white-hot lava. Even worse, they are able to catch their enemies alight with a mere word, the supernatural flames nearly impossible to extinguish if you do not kill the giant which inflicted them. In melee, they are very capable, and will seek flanks so they can strike down unlucky victims with a few massive strikes from their burning weapons.

Fire Giant Pickers are the wanderers and wastrels of Fire Giant society, those who have fallen through the cracks, who are most often out and about looking for the odd bit of scrap iron or a left-over seam of coal. They eke out a mean, miserable existence...for a Fire Giant. They are tremendously powerful, like all Fire Giants, and as a result, Pickers are often allied with other groups, where their tremendous power is put to useful ends, and they can be relied upon to provide solid, reliable muscle and firepower.

Combat Tactics

Fire Giant Pickers are fairly simple foes, who will hurl White Hot Glass unless forced into melee. Against masses of enemies, this is devastating, as the splatter damage will mount quickly. This grows even worse if they are able to issue Fiery Challenges, as the Burned condition demands that attackers answer the Challenge.

Of course, in melee their attacks are just as nasty if not worse, the red-hot picks leaving terrible, searing wounds with every strike.

As they take damage, they will begin to use Heart Blast, for the small bit of healing, and far worse, to trigger the Burned condition on any foes that are Challenged.

They are smart melee fighters, and will try to use their Mobility to set up flanks. If they succeed in gaining a flank, or if a foe is otherwise at a disadvantage (Prone, etc), they will not hesitate to use Power Attack to try and end an enemy quickly. Getting flanked by Fire Giants is frequently fatal! Of course, going back-to-back to prevent flanks means that you are a juicy target for a volley of White Hot Glass, so that's a problem....

Once battle is begun, Fire Giants will not fight to the death against foes they believe to be lawful. If defeat becomes inevitable, they will often seek to negotiate terms of surrender, and if they can reach a state of quarter, they will abide with whatever they agree to.

Of course, their memories are very long, and woe betide you if you meet them again. They ARE evil, after all...

Out of Combat

Fire Giant Pickers are some of the most commonly encountered Fire Giants, as they roam widely, looking for treasures and resources to take back to their black stone fortresses and holds. Fire Giant Pickers are also fairly mercenary, and it is not unusual to find them working for other monsters, both above and below the surface.

Fire Giants are seriously powerful, a nation of fire and terror and pain, but they are curiously strait-laced. They are more interested in their internal politics and the eternal struggle against their hated foes, the frost giants, than they are in tormenting and subjugating their lessers.

That said, Fire Giants are not stupid, and if they think they can gain an advantage by allying with or conquering those around them, they will do so without hesitation, and a Fire Giant makes a cruel master, indeed....

Rewards

XP: 25,600

Treasure: Sellable Goods worth 17,625 gp.

Weight: 130 lbs.     Volume: 5.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)