In the process of converting Scales of War. I’ll be starting my campaign from Garaitha’s Anvil – the 12th adventure in the series – skipping most of the build-up adventures as I have characters who are coming of Tomb of Annihilation and are level 14.
Ω Edit: Decision by my group to do a gothic horror campaign so will not be using these creatures… yet (I’m sure I’ll find a use for these guys). Other conversions will be incoming pending the kickoff of my Bloodborne/Steam Punk inspired campaign later this year.
FIRE GIANT SERF
Huge giant (minion), lawful evil
Armour Class 18 (Plate)
Hit Points 1; a missed attack never damages a minion.
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) |
Saving Throws DEX +3, CON +10, CHA +5
Skills Athletics +11, Perception +6
Damage Immunities Fire
Senses Passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)
Actions
Fiery Forgehammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 28 (6d6 + 7) slashing damage.
Loot
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FIRE GIANT FORGECALLER
Huge giant, lawful evil
Armour Class 14 (dragonhide armour)
Hit Points 162 (13d12 + 78)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) |
Saving Throws Dex +3, Con +10, Cha +5
Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Deep Speech, Giant
Challenge 9 (5,000 XP)
Actions
Multiattack. The forgecaller makes two smouldering make attacks.
Smouldering Mace. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 28 (6d6 + 7) slashing damage plus 5 (1d10) fire damage.
Fire Pillar. The target takes 29 (4d10 + 7) fire damage or half as much on a successful DC 16 Dexterity saving throw.
Flame Burst (Recharge 6). All creatures in a 10-foot sphere at a location within 50-feet of the giant take 22 (4d10) fire damage and 10 ongoing fire damage or half as much damage and no ongoing damage on a successful DC 16 Dexterity saving throw.
Loot
Red dragonhide armour, Blackened iron mace (items grant an additional +1 to-hit or AC but weigh twice as much as normal).
FIRE GIANT IRONMONGER
Huge giant, lawful evil
Armour Class 18 (Plate)
Hit Points 162 (13d12 + 78)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) |
Saving Throws DEX +3, CON +10, CHA +5
Skills Athletics +11, Perception +6
Damage Immunities Fire
Senses Passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)
Actions
Multiattack. The giant makes two searing forge hammer attacks.
Searing Forge Hammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 28 (6d6 + 7) slashing damage and 9 (2d8) fire damage. A fiery mark appears above the targets head – a githyanki great sword – the target is marked. The target automatically takes 9 (2d8) fire damage if they attack anyone except the fire giant ironmonger.
Slag Missile. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target.
Hit: 29 (4d10 + 7) fire damage and the target is on fire if it fails a DC 13 Dexterity saving throw. On a failed save, the target also burns for 1 minute. At the end of each of its turns, the target repeats the saving throw. It takes 9 (2d8) fire damage on a failed save, and the spell ends on a successful one. These are not magical flames and can be extinguished by normal means.
Loot
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