Muspelheim Fire Giant
“Unleash the Inferno: Muspelheim Giant Fire, towering lords of flame, wielding fiery swords and scorching breath—can you withstand their burning wrath?”
Appearance: The Muspelheim Fire Giant stands as a colossal figure, towering at 18 feet with blackened skin ablaze in an ethereal fiery orange. Its menacing eyes flicker with an otherworldly intelligence, and the air around it shimmers with the relentless heat it radiates. Clad in dented, flaming chainmail armor, it wields a colossal greatsword wreathed in flames, leaving an ominous trail of fire in its wake.
Behavior: Proud descendants of the legendary Surtur, Muspelheim Fire Giants exhibit a haughty demeanor, viewing themselves as natural leaders among fire giants. They ruthlessly seize control of fire giant territories, perceiving them as weak and in need of a formidable commander. In battle, they prefer strategic use of breath weapons and fiery melee attacks, exploiting their heat-based abilities to incinerate foes.
Habitat: Thriving in the scorching landscapes of Muspelheim, these giants call hot temperatures and mountainous regions their home. They are often found leading groups of fire giants, establishing dominance in volcanic realms, and thriving amidst the intense heat and desolation.
Modus Operandi: Muspelheim Fire Giants strategically utilize their breath weapons at the onset of battle, unleashing a devastating cone of fire upon adversaries. As the opposition dwindles, they rely on their immense strength and fiery grasp to dispatch remaining threats, leaving behind scorched remnants of their conquests. Their advanced rock catching and throwing abilities make them formidable ranged attackers as well.
Motivation: Motivated by a perceived lineage to the mighty Surtur, Muspelheim Fire Giants seek to assert dominance over the fiery realms they inhabit. Their overarching goal is to command and lead fire giants, considering themselves superior beings destined to rule. Faced with challenges from rival Muspelli, these giants fiercely defend their positions, striving to maintain their status as powerful leaders in the searing landscapes they claim.
Muspelheim Fire Giant 5e
Muspelheim Fire Giant 3.5 Homebrew
Muspelheim Fire Giant
Huge Giant (evil, extraplanar, fire, lawful)
Armor Class 31 (natural armor, +1 Dexterity, +6 armor [+1 chainmail])
Hit Points 290 (20d8 + 200)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
37 (+13) | 13 (+1) | 30 (+10) | 10 (+0) | 14 (+2) | 18 (+4) |
Saving Throws Fort +24, Ref +7, Will +8
Skills Climb +22, Intimidate +14, Jump +30, Spot +11, Survival +11
Damage Resistances Fire
Condition Immunities Fire
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Giant
Challenge 18 (20,000 XP)
Fiery Presence. The Muspelheim Fire Giant emits an aura of intense heat in a 30-foot radius. Creatures that start their turn in the aura take 6d6 fire damage (DC 24 Fortitude save for half).
Heated Grasp. When the Muspelheim Fire Giant makes a successful slam attack, the target takes an additional 1d6 fire damage and must succeed on a DC 29 Fortitude save or be set ablaze, taking 3d6 fire damage at the start of each turn. A burning creature can attempt a DC 29 Reflex save to extinguish the flames.
Breath of Surtur (Recharge 5-6). The Muspelheim Fire Giant exhales a cone of fire in a 80-foot line. Each creature in the area must make a DC 29 Reflex saving throw, taking 10d10 fire damage on a failed save, or half as much damage on a successful one.
Actions
Multiattack. The Muspelheim Fire Giant makes three attacks: one with its flaming greatsword and two with its slam.
Flaming Greatsword. Melee Weapon Attack: +30 to hit, reach 15 ft., one target. Hit: 4d6 + 23 slashing damage plus 1d6 fire damage. On a critical hit, the target must make a DC 17 Fortitude save or catch fire.
Slam. Melee Weapon Attack: +26 to hit, reach 10 ft., one target. Hit: 1d8 + 13 bludgeoning damage plus 1d6 fire damage.
Rock Throwing. Ranged Weapon Attack: +14 to hit, range 200/800 ft., one target. Hit: 2d8 + 13 bludgeoning damage.
Legendary Actions
The Muspelheim Fire Giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Muspelheim Giant Fire regains spent legendary actions at the start of its turn.
- Move. The Muspelheim Giant Fire moves up to half its speed without provoking opportunity attacks.
- Fiery Grasp (Costs 2 Actions). The Muspelheim Giant Fire makes a slam attack.
- Breath of Surtur (Costs 3 Actions). The Muspelheim Giant Fire uses its Breath of Surtur ability.
A hulking monstrosity lumbers towards you. It appears as a larger fire giant, only its skin is black and its hair is a fiery orange. It wears a black chainmail armor and wields a dented, flaming greatsword.
Originally Posted by RAGNAROKISCOMING2007of the of the Wizards Community forums.
The Muspelheim Fire Giants pride themselves as the descendents of Surtur. In truth, not all are Surtur’s children, however, all are born of his children. Therefore, they are his descendents. Muspelheim Fire Giants take over fire giants territories as soon as they grow to full size. They see the fire giants as weak and in dire need of a commander, thus, the Muspelheim Fire Giants become the leaders of the fire giants. Lately, the muspelheim giants have been under attack by the more powerful muspelli, who wish to take their place. Most succeed, while the rest are pushed back by the most powerful of the muspelheim giants.
A muspelheim giant stands 18 ft tall and weighs 6 tons. They speak Common and Giant.
Muspelheim Giant | |
Huge Giant (evil, extraplanar, fire, lawful) | |
Hit Dice | 20d8+200 (290 hp) |
Initiative | +1 |
Speed | 50 ft. |
Armor Class | 31 (+1 Dexterity, +6 armor [+1 chainmail], +17 natural, -2 size) touch 8, flat-footed 31 |
Base Attack/Grapple | +15/+36 |
Attack | +4 Huge keen greatsword of flame bursting +30 (4d6 + 23 + 1d6 fire/17-20/x2), or slam +26 melee (1d8 + 13 + 1d6 fire), or rock +14 ranged (2d8 + 13) |
Full attack | +4 Huge keen greatsword of flame bursting +30/+25/+20/+15 (4d6 + 23 + 1d6 fire/17-20/x2), or 2 slams +26 melee (1d8 + 13 + 1d6 fire), or rock +14 ranged (2d8 + 13) |
Space/Reach | 15 ft./15 ft. |
Special Attacks | Breath weapon, heat aura, fiery grasp, improved grab, rock throwing |
Special Qualities | Advanced rock catching, heated body, immunity to fire, Low-Light Vision, vulnerability to cold |
Saves | Fort +24, Ref +7, Will +8 |
Abilities | Strength 37, Dexterity 13, Constitution 30, Intelligence 10, Wisdom 14, Charisma 18 |
Skills | Climb +22, Intimidate +14, Jump +30, Spot +11, Survival +11 |
Feats | Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack |
Environment | Hot Temperatures or Hot Mountainous Regions or Muspelheim |
Organization | Solitary or group (1 muspelheim giant and 3-9 fire giants) |
CR | 18 |
Treasure | +4 Huge keen greatsword of flame bursting plus +1 chainmail of light fortification and Standard |
Alignment | Lawful Evil |
Advancement | 21- 40 HD (huge), 41 – 60 HD (gargantuan) or by character class |
Combat
Jotun love making good use of their breath weapons at the start of the battle. As the numbers of enemies begin to fall, it will rely more on its melee attacks and freezing grasp to deal with the remaining creatures.
Advanced Rock Catching (Ex): The jotun can catch Medium or smaller rocks without making a reflex save. It still must be ready and aware of the thrown rock. It must, however make a Reflex save DC 10 to catch large rocks. Again, it still must be ready and aware of the thrown rock.
Breath Weapon (Su): Ever 1d6 rounds, the muspelheim giant can spew forth an 80 ft. cone of fire from its mouth dealing 10d10 fire damage. Reflex save DC 29 halves. DC is Constitution-based.
Fiery Grasp (Su):The muspelheim giant’s grasp is hot enough to set creatures on fire. The grappled creature takes 5d6 fire damage and must make a Fortitude save DC 29 or burst into flames taking an extra 3d6 fire damage each round the muspelheim giant has a hold on them.
If the muspelheim giant maintains a hold on the creature, that creature continues to burn and must succeed a Fortitude save DC 29 to half the extra fire damage dealt each round. Once the muspelheim giant releases the creature, it is still on fire and continues to take 3d6 fire damage each round for the next 5 rounds. They are allowed a Reflex save DC 29 to put out the flames. DCs are Charisma-based.
Heat Aura (Su): The muspelheim giant is constantly surrounded is extreme heat. Any creature within 30 ft. of the muspelheim giant, takes 6d6 fire damage each round they are in the aura. Fortitude save DC 24 halves damage. The muspelheim giant can shut off (or turn back on) the aura as a free action. DC is Charisma– based.
Heated Body (Ex):Creatures grappling with the muspelheim giant take 6d6 fire damage.
Improved Grab (Ex): When the muspelheim giant strikes a Large or smaller creature with its slam attack, it can make a grapple check If successful, it establishes a hold and can use its Fiery Grasp ability (see above).
Rock Throwing (Ex): The range increment is 200 ft. for a muspelheim giant’s thrown rocks.