Fire Giant Forgemaster

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Fire Giant Forgemaster (CR 19)

Lawful Evil - Large - Monstrous Humanoid
Lore: Know (Nature)
36 53
Basic DC Full DC
Initiative
Initiative Icon 2.png
33
Perception:
41 +31
Passive Active
Ambush:
14+
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
43
Man Def
Shield Icon 3.png
43
Monster Health
883 441 36
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +18
Refl: +16
Will: +21

Strong Against:

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

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+28
Sword Icon 3.png
Man Off
+31
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Fulgurant Blade +28 (4d8+22/19-20 x2)
    as slashing (physical, common)
    plus: 19 points of Fire (energy, common) damage

Full Attack (Melee):

  • 3x Fulgurant Blade +28 (4d8+22/19-20 x2)
    as slashing (physical, common)
    plus: 19 points of Fire (energy, common) damage

Standard Attack (Ranged):

  • 1x Fireblast +28 (4d8+22/19-20 x2)
    as fire (energy, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus: all creatures within two squares of an attacked victims space suffer 19 points of fire (energy, common) splatter damage.

Full Attack (Ranged):

  • 3x Fireblast +28 (4d8+22/19-20 x2)
    as fire (energy, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus: all creatures within two squares of an attacked victims space suffer 19 points of fire (energy, common) splatter damage.

Siege Damage: Not siege capable

Statistics

40
STR
22
DEX
40
CON
16
INT
24
WIS
20
CHA

Skills:

Languages: Giant, Common, Ackakakl, Ignan, Krieg

Feats:

  • Power Attack (EFFECT: This monster may take a -2 to all to-hits in exchange for a +13 bonus damage per attack.)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
  • Creator (EFFECT: You are able to create magic items using your Bailiwick skill.)

Special Abilities

Fulminant Challenge (Su) Swift Action 1/Rnd

Once per round as a swift action, a Fire Giant Forgemaster may challenge a foe to mortal combat. The foe challenged must be within 50 feet of the Fire Giant Forgemaster to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge. Fulminant Challenge is issued in Krieg, which can even be used to Challenge deaf foes. The Giant does not have to share a language with the victim.

Fulminant Challenge lasts until the end of the Giant's next turn. While Challenged, the victim takes a -2 to-hit penalty on any attacks, and a -2 penalty on any 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 inflicting darkfire (energy, rare) damage. This black, smoky flame gnaws at the foes very fabric of being, and is very hard to resist.

Note that it is possible for a single creature to be the target of multiple Fulminant Challenges from multiple Fire Giants, but the penalty is never greater than a -2 to-hit or a -2 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 Forgemaster may roll a d20 any time a thrown or projectile weapon is fired at them or passes anywhere within reach of either themselves or their Fire Elemental. Note that this often means that their Fire Elemental (being placed in the 'front ranks') can make a roll against a single attack, and the Forgemaster can also try, although if faced with several ranged attacks, they can and will 'stagger' their attempts in order to stop more of the attacks. This applies to giant thrown weapons, siege weapon projectiles, arrows, bolts, 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 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.

Forgemaster's Heart Blast (Su) Swift Action 1/Rnd, after damaged.

During an encounter, as a swift action which can only be taken after they have suffered damage from an enemy, a Fire Giant Forgemaster can allow its fiery heart to blaze free. When triggered, the Fire Giant Forgemaster, and any other Fire Giants within its melee reach (ten feet), is healed for 36 hit points, and all enemy creatures within ten feet of its space suffers 36 points of darkfire (energy, rare) damage.

If any enemy creature is caught in a Forgemaster's Heart Blast while it is under the effect of a Challenge from any Fire Giant, it takes the Burned damage dice that would be inflicted by that Challenge as darkfire damage, as well as the 36 points of darkfire damage. This is all added together for purposes of overcoming ER. Since Burned does not stack, the burned damage is only applied once, even if the creature is under the effect of multiple Challenges.

Affected enemy creatures may make a Fort save, DC 29, to suffer only half this damage, including any Burned damage inflicted by it.

Forgemaster's Greater Fire Elemental (Su) Special

The Fire Giant Forgemaster starts play with one Greater Fire Elemental pet. These monsters always have the same initiative and CR as the Fire Giant Forgemaster, and always grant 1.5 times as much XP and loot when they are defeated in combat. Note that these Greater Fire Elementals are usually Killer Roles! As such, the Forgemaster usually sends in the flaming monster first. GM's may, of course, remove this Role or substitute a different Role with the Million Monster Machine as they wish.

As pets, these Fire Elementals only have a single standard action each round. They may, of course, degrade the standard action down to a move action or a swift action, if they prefer. The Fire Giant Forgemaster may also 'gift' any of their actions to one of their beasts, if they want the beast to do more in a given round. In this way, the Forgemaster can, by giving up their own move action, grant one of their beasts the ability to make a full attack action (by combining its own standard action with the gifted move action), or perform a double move, etc.

Pets may make a single attack of opportunity each round, if provoked. Pets also threaten and provide flanks with any allies. Pets can be moved through by allies, but not by enemies (unless they use a Clamber maneuver, or some similar ability).

Fire Giant Forgemaster

Fire Giant Forgemaster

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 Forgemasters are those members of Fire Giant society who are charged with keeping the communal flame burning. Forgemasters are often found in Fire Giant foundries, working the hearth, hammering forth new miracles on their red-hot anvils, tending the lava looms, and other industrial tasks. Many Forgemasters are high ranking in their home keep, and wealthy, to-boot, and as such, Forgemasters can be found nearly anywhere there are FireGiants doing things. Forgemasters even go on stronger raiding parties, where they serve to keep the raiders warm and well-supplied with flame. They are easily distinguised from lesser Fire Giants by their fiery appearance, their very flesh and armor seeming to glow red-hot from within. This vast heat comes from the Fire Elementals they have bonded with, the root source of their flames, and make them independent sources of flame for their Forge and Hearth., Their ability to call forth these Fire Elementals in battle makes them terrifying foes, and their allegiance to their bound Elementals can reach near-mystical levels. Given their unusual appearance and great power, Forgemasters are fairly rare in Fire Giant society, but they can be found in strength if their hold deems a threat worthy.

Combat Tactics

Fire Giant Forgemasters are extremely dangerous. Forgemasters are often seen with a Role, and Fire Giant Forgemasters are very often encountered with the Heavy, Tank, Killer, or even Leader roles. They prefer to send in their Greater Fire Elemental pets, and stay back from combat themselves, and will often position their Elemental between themselves and enemy melee or ranged attackers, using Catch Boulder with the Elemental to keep themselves safe. They will usually gift at least a Move action to their Elemental every round, and edge around the battlefield using only five-foot steps, throwing Foreblasts, issuing Fulminant Challanges, or using Heart Blast, on top of the incredible attacks of their pet.

They will tend to use their Fulminant Challenge on distant non-ranged foes, considering the 'taunt the other guys foe' tactic a tremendous jest. That said, Forgemasters will send their Fire Elementals directly after any hard-target melee types and especially any spellcasters they can identify. They treat their Elementals as a valuable resource, but in a fight to the death, they will expend the flames without hesitation.

Fire Giant Forgemasters are capable and smart combatants, and will use their Mobility and sometimes even fight defensively to keep themselves as safe as possible while using their pets for offense. Once battle is begun, Fire Giant Forgemasters will fight hard and savagely, but 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 Forgemasters are usually encountered in their giant fortresses, holds, and workshops. They are relatively rare, and as mentioned, often have Roles, including the rare and dangerous Leader Role. Forgemasters are easy to pick out, their glowing bodies are distinctive. They tend to be self-aggrandizing nd gregarious (for a Fire Giant) and are often seen seeking out entertainments and meals 'on the town'.

Forgemasters all have the Creator feat, and as such, they are the source of the myriad of darkly beautiful weapons, armor, and magical devices of the Fire Giants. Indeed, it is not unusual for a Forgemaster to have customers from other monster clans, and many Hobgoblins, Bandits, and even the occasional Civilized (but evil) client may be seen making their way into a Forgemaster's Foundry. Many magic items indeed can be traced to the raging heat of the Fire Giant's Keeps, but rarely any light, wonderful ones.

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 Forgemaster makes a cruel master, indeed....

Rewards

XP: 204,800

Treasure: Sellable Goods worth 89,889 gp.

Weight: 190 lbs.     Volume: 7.6 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)