Fire Giant Flickering Flame (5e Creature)

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Fire Giant Flickering Flame[edit]

Huge giant, neutral good (50%) or neutral evil (50%)


Armor Class 16 (breastplate)
Hit Points 225 (18d12 + 108)
Speed 40 ft.


STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 23 (+6) 12 (+1) 18 (+4) 16 (+3)

Saving Throws Dex +7, Con +11, Wis +9, Cha +8
Skills Acrobatics +7, Athletics +13, Deception +8, Perception +9, Stealth +7
Proficiency Bonus +5
Damage Immunities fire
Senses passive Perception 19
Languages Giant, Ignan
Challenge 16 (15,000 XP)


Heated Weapons. The giant's weapon attacks are magical and deal an extra 3 (1d6) fire damage on a hit (included in the attack).

Immutable Form. The giant is immune to any spell or effect that would alter its form.

Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, flaming sphere, light
3/day each: fireball, fly, misty step
1/day each: antimagic field

ACTIONS

Multiattack. The giant makes two pike attacks.

Pike. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 3 (1d6) fire damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 3 (1d6) fire damage.

BONUS ACTIONS

Flame Burst (Recharge 5-6). 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 17 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.


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.
Other fire giants find flickering flames too undisciplined to be worthy of respect and would rather the flames end their tomfoolery and take to metalwork as a proper fire giant should. Clever fire giants put the flames' talents to use as stealthy skirmishers, which serves the additional benefit of separating them from any tricks the flames might play on them.

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