Free interactive D&D 5e SRD stat block

Fire Giant

Huge Giant, CR 9, AC 18, 162 HP. Lawful Evil.

Huge Giant, Lawful Evil

AC
18
Initiative
+3 (13)
HP
162 (13d12+78)
Speed
30 ft.
ScoreModSave
STR 25 +7 +7
DEX 9 -1 +3
CON 23 +6 +10
INT 10 +0 +0
WIS 14 +2 +2
CHA 13 +1 +5
Skills
Athletics +11 , Perception +6
Immunities
Fire
Senses
Passive Perception 16
Languages
Giant
CR
9 (XP 5,000; PB +4)

Actions

Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.

Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6+7) Slashing damage plus 10 (3d6) Fire damage.

Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10+7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.

How to run Fire Giant

A fire giant is a siege weapon with legs. AC 18, 162 HP, fire immunity, and a Flame Sword that hits for 21 slashing plus 10 fire on a +11 attack. The instinct is to close with the party and start swinging, and that's correct, but the smart open is the hammer.

Round one, throw the hammer. Hammer Throw is +11 for 23 bludgeoning plus 4 fire at 60/240 ft., pushes the target 15 feet, and gives Disadvantage on their next attack. Translate that to scene terms: the giant is at the top of the stairs, in a forge gallery, on the ramparts of a basalt fort, and the party is climbing toward it. The push knocks a fighter off the catwalk. The Disadvantage debuff means whoever did get a shot off probably misses. By the time the party closes, the giant has bought itself two free rounds of damage at no risk.

Once they're in melee, go full Flame Sword. Multiattack is two attacks in any combination, and reach 10 ft. means the giant can hit the cleric standing behind the fighter. Athletics +11 makes it a brutal grappler too if the rules of your table allow improvised shoves; an unarmed shove at proficiency 4 plus Strength 7 is hard to beat, and a prone PC eats two Flame Swords with Advantage. Fire immunity means the party's wizard can't burn it down. The pyromancer has to switch to cold or radiant or accept that her usual rotation is half-strength here.

Fire giants don't break easily but they do retreat. CR 9 with no recharge powers and no legendary actions means the fight is mostly straight damage trades, and once the giant is below half HP and outnumbered, it pulls back to reinforcements: a forge full of slaves, a pair of hell hounds, a chained efreeti. Have it call a name in Giant as it retreats. Make the next encounter the answer.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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