Fire Giant Flickering Flame (5e Creature)
Fire Giant Flickering Flame[edit]
Huge giant, chaotic evil Armor Class 16 (breastplate)
Saving Throws Dex +7, Con +11, Cha +8 ACTIONSMultiattack. The giant makes two pike attacks. Pike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. BONUS ACTIONSFlame Burst. The giant magically hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried. The giant may then magically teleport, along with any equipment it is wearing or carrying, to a space at least partly in the sphere that it can see.
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Among fire giants, few are as agile or cunning as those who join the flickering flames, wielders of magic that allows them to hurl glowing orbs that explode into a flash of brilliant flames and smoke. When the explosion clears, the giant's enemies are surprised to see that their towering foe has appeared in their ranks. Flickering flames freely teleport around, easily escaping any hazard they might find themselves caught in. |
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