Skeleton, Fire Giant

Family: Skeletons

Huge undead, lawful evil

Armor Class 16 (armor scraps)
Hit Points 136 (13d12 + 52)
Speed 30 ft.

20 (+5) 9 (-1) 18 (+4) 6 (-2) 8 (-1) 5 (-3)

Saving Throws Dexterity +2, Charisma +0
Skills Athletics +8, Perception +2
Damage Vulnerabilities bludgeoning
Damage Immunities fire, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Giant but can’t speak
Challenge 8 (3,900 XP)

Special Traits

  • Reinforced Bones. A creature that damages the fire giant skeleton’s metal bones with a metal weapon must succeed on a DC 15 Constitution saving throw or drop the weapon at its feet as the resulting vibration numbs the creature’s limb.
  • Undead Nature. The fire giant skeleton doesn’t require air, food, drink, or sleep.


  • Multiattack. The fire giant skeleton makes two Metal Claws attacks.
  • Metal Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 3 (1d6) fire damage.
  • Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
  • Super Heat (recharge 5-6). The forge magic powering the fire giant skeleton heats its metal bones to an orange glow. Each creature within 20 feet of the skeleton must make a DC 15 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. A creature wearing heavy or medium metal armor instead takes 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene