Giant, Fire

This giant's hair, beard, and skin are made of lava, and its armor and weapon glow with a dull heat.

Mythic Fire Giant CR 12/MR 5

XP 19,200

LE Large humanoid (fire, giant, mythic)

Init –1; Senses low-light vision; Perception +14

Aura choking ash (10 ft., DC 23)

Defense

AC 29, touch 8, flat-footed 29 (+8 armor, –1 Dex, +13 natural, –1 size)

hp 197 (15d8+130)

Fort +15, Ref +4, Will +9

Defensive Abilities backlash, rock catching; DR 10/epic; Immune fire

Weaknesses vulnerable to cold

Offense

Speed 30 ft. (40 ft. base)

Melee greatsword +22/+17/+12 (3d6+16/19–20 plus 4d6 fire) or 2 slams +21 (1d6+11 plus 4d6 fire)

Ranged rock +10 (1d8+16 plus 4d6 fire)

Space 10 ft.; Reach 10 ft.

Special Attacks fire vortex, lava weapons, precision, mythic power (5/day, surge +1d8), rock throwing (120 ft.)

Statistics

Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 10

Base Atk +11; CMB +23 (+25 overrun or sunder); CMD 34 (36 vs. overrun or sunder)

Feats CleaveM, Great Cleave, Improved Overrun, Improved Sunder, Iron WillM, Martial Weapon Proficiency (greatsword), Power AttackM, Weapon Focus (greatsword)

Skills Climb +15, Craft (any one) +8, Intimidate +11, Perception +14

Languages Common, Giant

Ecology

Environment warm mountains

Organization solitary, gang (2–5), band (6–12 plus 35% noncombatants and 1 adept or cleric of 1st–2nd level), raiding party (6–12 plus 1 adept or sorcerer of 3rd–5th level, 2–5 hell hounds, and 2–3 trolls or ettins), or tribe (20–30 plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 fighter or ranger of 8th–9th level as king; and 17–38 hell hounds, 12–22 trolls, 7–12 ettins, and 1–2 young red dragons)

Treasure standard (half-plate, greatsword, other treasure)

Special Abilities

Choking Ash (Su) Any creature that starts its turn in the giant's aura is nauseated for 1 round (Fortitude DC 23 negates). The ash provides the giant with 50% concealment against ranged attacks. Strong wind or fire-quenching magic disperse it for 1d4 rounds. The save DC is Constitution-based.

Fire Vortex (Su) A mythic fire giant can expend one use of mythic power to create a vortex of fire within 30 feet. The vortex is 5 feet wide at its base, 15 feet wide at the top, and 30 feet tall. Any creature starting its turn adjacent to the vortex takes 6d6 points of fire damage, and any creature passing through it takes 15d6 fire damage. A successful DC 23 Reflex saving throw halves this damage. The fire giant can move the vortex up to 20 feet as a move action. If the vortex moves through a creature, that creature must succeed at a saving throw against the vortex to avoid taking damage. The vortex lasts for 5 rounds. The save DC is Constitution-based.

Lava Weapons (Su) All melee and ranged attacks made by the fire giant deal an additional 4d6 points of fire damage. This ability replaces the heated rock ability of non-mythic fire giants.

A mythic fire giant burns like the heart of a volcano. Wielding weapons of flame and ash, it brands enemies with its fury and strength.

Giant, Hill

Like barnacles made of rock, stone growths encrust the feet of this thick-bodied giant.

Mythic Hill Giant CR 9/MR 3

XP 6,400

CE Large humanoid (giant, mythic)

Init –1; Senses low-light vision; Perception +6

Defense

AC 24, touch 8, flat-footed 24 (+4 armor, –1 Dex, +12 natural, –1 size)

hp 119 (10d8+74)

Fort +12, Ref +2, Will +3

Defensive Abilities dense mind, rock catching; DR 5/epic

Offense

Speed 30 ft. (40 ft. base)

Melee greatclub +16/+11 (2d8+12 plus trip) or 2 slams +14 (1d8+8)

Ranged rock +6 (1d8+12)

Space 10 ft.; Reach 10 ft.

Special Attacks ground pound, mythic power (3/day, surge +1d6), rock throwing (120 ft.), trip (greatclub)

Statistics

Str 27, Dex 8, Con 21, Int 8, Wis 10, Cha 7

Base Atk +7; CMB +16; CMD 25

Feats CleaveM, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)M

Skills Climb +11, Intimidate +13, Perception +6

Languages Giant

SQ earth bond

Ecology

Environment temperate hills

Organization solitary, gang (2–5), band (6–8), raiding party (9–12 plus 1d4 dire wolves), or tribe (13–30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th–6th level, 11–16 dire wolves, 1–4 ogres, and 13–20 orc slaves)

Treasure standard (hide armor, greatclub, other treasure)

Special Abilities

Dense Mind (Ex) If a mythic hill giant fails its saving throw against a hostile mind-affecting effect, at the start of its turn it automatically expends one use of mythic power (if it has any) as a free action to reroll its saving throw against the effect. It rerolls for each ongoing mind-affecting effect each turn.

Earth Bond (Ex) A mythic hill giant gains a +2 bonus on attack rolls, weapon damage rolls, and saves while touching the ground (including a stone or earthen floor in a building). As a standard action, a hill giant touching the ground can expend one use of mythic power to rejuvenate itself, gaining the benefits of cure critical wounds and restoration.

Ground Pound (Ex) As a standard action, a mythic hill giant can expend one use of mythic power and hit the ground with a bludgeoning weapon. Choose one intersection within reach; creatures touching the ground within a 20-foot burst centered on that intersection take double the damage normally dealt by that bludgeoning weapon (Reflex DC 23 for half). Creatures that fail their saves are knocked prone and moved 5 feet directly away from chosen intersection. This ability has no effect on creatures with the earth bond ability. The save DC is Strength-based.

A mythic hill giant is a relic from an earlier age, smarter than its degenerate kin and gifted with magic of stone and earth. Some seek to rule, creating tribes with their non-mythic kin and using smaller beings as serfs. Others prefer lives of solitude, intolerant of all other creatures.