Giants of The Star Forge
Giants of The Star Forge
Giants of The Star Forge
You can use Glory of the Giants to help inspire alterations or expansions to this adventure, and of course to help you create
your own adventures and even whole campaigns with giants in prominent roles.
Adventure Background
For pious giants, position in the ordning is everything. Brimskarda, a legendary fire giant smith, is discovering what it means to
fall in the ordning’s ranks. Various missteps in recent years have imperiled her lofty station. To resecure her standing in the
ordning and prove that she is still the greatest smith among giants, Brimskarda has reclaimed the legendary Star Forge and set
about crafting her greatest creation yet: a titanic war machine called a runic colossus.
As proud as she is, Brimskarda knows that she lacks certain expertise necessary to complete her work. To fill the gaps in her
knowledge and learn the secrets of the Star Forge, Brimskarda has kidnapped the renowned human smith Theldin and forced
him to toil at the forge alongside her. Complicating matters is the Star Forge’s most recent master, a red dragon named
Akaanvaerd. Brimskarda’s nephews have managed to draw Akaanvaerd away from his lair for now, but it’s unclear how long
they can keep the territorial dragon distracted.
Work on the runic colossus is almost complete. Unless capable heroes arrive to rescue Theldin or defeat Brimskarda, it’s only a
matter of time until the region is turned to ash by an angry red dragon, a haughty fire giant, or a destructive war machine.
Running This Adventure
This adventure is designed for 16th-level characters. It can be run in a single three- or four-hour session.
The adventure begins when a noble emissary asks the characters to rescue the region’s greatest smith. The emissary explains
that a fire giant named Brimskarda kidnapped the smith and took him to the Star Forge, a giant furnace built in the crater of a
fallen star. The party can inquire at the nearby Fireside Monastery for more details about their giant adversary and the Star
Forge. The monastery’s adherents offer the characters useful information, plus additional aid if the characters compete in the
monastery’s tests of strength.
To reach the Star Forge, the characters confront or circumvent fire giants battling a red dragon atop the crater’s rim. Once in
the crater, the characters might face Brimskarda’s minions around the Star Forge. In the Star Forge itself, the characters meet
Brimskarda, who is loath to give up her prisoner without a fight. The adventure ends when the characters rescue the kidnapped
smith.
Adventure Hooks
If the prospect of doing a good deed isn’t enough to entice the characters, you can further motivate the party with either of the
following hooks:
Acidic Lake. Water from the nearby mountain has become acidic, poisoning people, livestock, and wildlife who drink from any
of the nearby streams. Acid seeping from a fallen star into an alpine lake is causing the pollution. Repairing the magical
runestones at the lake’s center should make the water safe again.
Legend of the Star Forge. The characters learn the location of the Star Forge, a furnace built by giants eons ago at the spot
where a star fell to the earth. A talented enough smith could use the Star Forge to craft a legendary weapon or suit of armor.
Word has it that one such smith has recently been seen at the forge.
Getting Started
The adventure begins when the characters are approached by a knight named Evin Giltall (lawful good, human knight). Evin
beseeches the characters to rescue his uncle Theldin, who was kidnapped by a fire giant named Brimskarda.
In the course of their conversation, Evin conveys the following points to the characters:
Forced Labor. A week ago, Brimskarda and her nephews visited the city from which Evin and Theldin hail and demanded to
speak with Theldin, a legendary crafter whose blades have made the city rich and famous. Though he answered Brimskarda’s
call, Theldin rejected the giant’s demands for him to come with her to the Star Forge. Last night, the giants returned to the city
and took Theldin by force.
Star Forge. Giants built the Star Forge eons ago in a crater up the mountain. The site is named after the fallen star that formed
the crater and that the founding giants harnessed to power a massive furnace.
Fireside Monastery. Evin suggests the characters visit the ancient monastery partway up the mountain. “The students there
have a long tradition of fighting giants,” he says. “They might know more about Brimskarda and the Star Forge.”
If prompted for a reward, Evin says the city can afford to offer 5,000 gp for Theldin’s safe return. A character who succeeds on
a DC 13 Charisma (Persuasion) check can get Evin to increase the reward to 8,000 gp and secures Evin’s promise that Theldin
will craft the characters a magic item in exchange for the party’s effort. “I’m sure Theldin would be happy to craft you anything
you like,” Evin says, “as long as he can do so from the comfort of his own forge.”
Once the players are ready to continue, proceed to the “Fireside Monastery” section below.
Fireside Monastery
The Fireside Monastery is the name of an ancient stone cloister about ten miles up the mountain from Evin and Theldin’s home
city and five miles downslope from the Star Forge. Ascetics and mystics from all walks of life seek enlightenment within the
monastery’s halls, including a significant number of firbolgs (Humanoids believed to be distantly related to giants). The
Fireside Monastery’s most famous aspirants are hardy firbolg martial artists who call themselves giant wrestlers.
Meeting Diasma
The most senior giant wrestler at the Fireside Monastery is a lawful good firbolg named Diasma. She meets the characters at
the stone archway marking the monastery’s entrance, then ushers them to a sitting room to answer their questions about the
Star Forge.
Diasma conveys the following information to the characters during their conversation:
Acidic Lake. One of the runestones stabilizing the star beneath the Star Forge has been damaged, causing dangerous acid to
seep into the surrounding lake. The acidic lake has attracted evil creatures from the Elemental Planes and poses great danger
to anyone who goes near the water. Giant smiths at the Star Forge once used magical rings to protect themselves against
acidic compounds; the characters might be able to find such rings in one of the shelters around the lake.
Disgraced Giant. Diasma knows Brimskarda by reputation. Once the fire giant was well regarded among her kin, holding a
position of great power in what giants call the ordning. However, Brimskarda’s standing has waned in recent years.
Brimskarda’s scheme to kidnap Theldin and exploit his skill is no doubt part of a plan to increase her standing, likely by using
Theldin to craft something horrible and deadly that will set Brimskarda apart from giantkind.
Lair of the Red Dragon. Before Brimskarda’s takeover, an evil red dragon named Akaanvaerd controlled the Star Forge.
Brimskarda’s minions lured Akaanvaerd to the crater’s outskirts, but it’s only a matter of time before the enraged dragon
overcomes the fire giants and lays waste to everyone in his lair.
After Diasma shares what she knows, she issues the party a challenge in exchange for further help from the monastery. Run
the “Fireside Contests” section below.
Roleplaying Diasma
Diasma is a serene but playful adventurer whose primary interests are giantkind and the natural world. A few years ago, she
took up residence at the Fireside Monastery, where she quickly rose through the ranks to become one of the monastery’s best
giant wrestlers. She still considers herself an adventurer, though, and has recently begun to feel the itch of wanderlust. The
characters’ quest to rid the Star Forge of evil giants might just be the impetus Diasma needs to leave the monastery and
continue her adventuring career.
Diasma’s Challenge
Diasma questions whether the characters have what it takes to compete with fire giants. She offers to put their skills to the
test by challenging them to the monastery’s three Fireside contests. To make the challenge more enticing, Diasma says that
for each contest the characters win, she will award the party some additional aid in their quest.
These contests are optional; the characters can proceed to the Star Forge at any time.
Fireside Contests
The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows.
Competitors. Any number of characters can partake in each contest, but each contest is held only once. After hearing a
contest’s objective, all the characters who wish to compete in the contest must do so at the same time.
Objective. To win a contest, a character must complete the contest’s objective before the other competitors. The objective for
each contest is included in the contest descriptions that follow.
Opponent and Conduct. One Fireside giant wrestler competes in each contest against any characters who take part.
Purposefully dealing damage to another competitor immediately disqualifies the attacker. Other forms of interference—such
as tripping or distracting—are permitted but are considered poor play. Using magic and supernatural abilities is not only
allowed but expected.
Prizes. As long as at least one character wins a contest, the party earns that contest’s prize. Each contest’s prize is indicated in
the contest’s description below. Regardless of how many characters win a particular contest, only one prize is awarded per
contest.
At the start of the contest’s second round, wrestlers atop the cliff dribble boiling oil down each rope. A creature that starts its
turn holding onto the oily rope takes 5 (2d4) fire damage, or half as much damage with a successful DC 10 Dexterity saving
throw. A creature must succeed on a DC 15 Strength (Athletics) check to climb an oily rope. Failing this check by 5 or more
causes the creature to fall.
Prize. If a character wins the contest of fire giant’s spirit, Diasma awards the party a potion of fire giant strength.
The lava field is a smooth tract of hardened lava that still smolders with intense heat. A creature that ends its turn touching the
ground of the lava field takes 21 (6d6) fire damage.
At the start of the contest’s second round, a volcano erupts, sending large boulders crashing down the mountainside. At the
start of each competitor’s turn, the competitor must succeed on a DC 14 Dexterity saving throw or have the prone condition.
The boulders settle across the lava field at the end of the second round, creating potential safe spots for competitors to jump
between to avoid touching the lava field.
Prize. If a character wins the contest of cloud giant’s grace, Diasma awards the party a potion of flying.
Each competitor is coated in a magical mud paste. After 1 minute, the paste hardens into a protective barrier as hard as stone.
However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it
hardens, each competitor can take a place on a wooden post beneath a waterfall whose river has been temporarily dammed.
The contest begins when each competitor’s mud paste has hardened and the dam is removed.
This is a contest of willpower, not fortitude. The crashing waterfall is almost deafening, and the sensation of being encased in
mud is unpleasant. At the end of a mud-encased competitor’s turn, that competitor must make a DC 14 Wisdom saving throw.
On a failed save, the competitor flinches, causing the mud barrier to crack. If the barrier cracks, at the start of each of the
competitor’s turns, the competitor must succeed on a DC 20 Strength saving throw or be pushed 15 feet from the waterfall and
have the prone condition.
Prize. If a character wins the contest of stone giant’s resolve, Diasma awards the party a Quaal’s feather token (tree).
Concluding the Contests
If the party wins two or more of the contests, Diasma is thoroughly impressed. She and three of her fellow giant wrestlers offer
to accompany the party to the Star Forge. Diasma explains that while the giant wrestlers are convinced the characters can
accomplish their goal, they want to help, and they will relish the chance to practice their training against some fire giants.
Star Forge
The Star Forge is located in a large crater near the top of the mountain where a falling star struck a ridge and displaced
millions of tons of rock. The displaced rock formed a 150-foot-tall rim around the crater’s basin. Snowmelt and precipitation
gradually smoothed out the crater floor and filled it with water. A mound of rubble forms an island in the crater’s center around
the fallen star, atop which ancient giants constructed the Star Forge.
From the Fireside Monastery, it’s a three-hour hike to the crater’s rim.
To sneak into the crater unseen, the party must make a group Dexterity (Stealth) check. The DC is 23 to avoid the notice of
Akaanvaerd. On a failed check, Akaanvaerd spots the characters, but he doesn’t pursue them immediately. At your discretion,
the dragon might arrive at the Star Forge just in time to complicate (or simplify, depending on how things go) the party’s
encounter with Brimskarda.
To avoid only the fire giants’ notice, the DC of the group Dexterity (Stealth) check is 16. If the characters fail this check, two fire
giants break off and attack the party on the crater’s rim.
Wrestlers’ Aid. If any Fireside giant wrestlers are with the party, the wrestlers rush off to distract the giants, and the characters
automatically succeed on their group Dexterity (Stealth) check. “We’ll hold them off,” one wrestler yells back excitedly. “Go to
the Star Forge. We can take care of a few runts!” In this case, Akaanvaerd and the fire giants are too confounded by the pesky
wrestlers to notice the characters.
Beseeching Akaanvaerd
Parleying with a red dragon is a perilous feat, but a feat that bold characters might nonetheless attempt.
If the characters defeat the four fire giants on the crater rim and supplicate themselves to the dragon, Akaanvaerd swoops
down to inspect the interlopers. He has no interest in the characters’ quest but considers whether he can use these little ones
to further his own aims. Namely, Akaanvaerd wants to seize his lair—the Star Forge—from the fire giants who invaded it.
A character who succeeds on a DC 15 Charisma (Deception or Persuasion) check convinces Akaanvaerd to refrain from
attacking the characters as long as the fire giants remain at the Star Forge. In this case, Akaanvaerd might fly ahead to soften
up the fire giants before the characters arrive, or he might retreat for a few hours to lick his wounds before returning to
incinerate anyone still in his lair.
Akaanvaerd is supremely proud and frames any alliance brokered with the characters as strictly a favor on his part. Any
insinuation to the contrary garners his scorn and foils any attempts at negotiation.
You stand atop a roughly circular ridge nestled into the mountainside. The ridge overlooks a massive crater,
in the center of which is a stone structure that glows brightly from within. A shallow lake surrounds the island
on which the stone structure stands. Similar, smaller structures dot the lake’s shore. The way into the crater’s
basin is a hazardous slope of loose scree.
From the crater’s rim, it’s a 150-foot descent to the lake’s edge. The safest path to the lake is a series of switchbacks along the
crater’s southern slope; a character can spot these switchbacks with a successful DC 12 Wisdom (Perception) check.
Characters who take this path arrive at the crater floor just south of area 1 (see the “Star Forge Locations” section). A creature
that travels by foot along any other part of the slope must succeed on a DC 12 Dexterity (Acrobatics) check to maintain its
balance on the hazardous scree. On a failed check, the creature tumbles down the steep slope; the creature takes 21 (6d6)
bludgeoning damage and has the prone condition when it reaches the crater floor.
Ceilings. The ceiling inside the Star Forge is 100 feet high. Ceilings in any of the shelters around the lake are 50 feet high.
Light. The forge itself is a great housing of iron. Pipes extend from a central vessel, channeling the radiance of the forge into a
vent so bright it’s painful to look at. Giant runes etched on the iron flare with white light. The Star Forge sheds bright light for
100 feet and dim light for another 100 feet. An Undead that starts its turn in the bright light takes 3 (1d6) radiant damage. On a
clear night, the light is visible for 300 miles.
Walls. The walls of the Star Forge and the shelters around the lake are made from stone reinforced with iron. A 5-foot section
of wall has AC 18, 20 hit points, and immunity to poison and psychic damage.
Crumbling piers and shattered bits of arches are all that remain of this broken stone bridge.
When the characters reach the bridge, three apparitions of acidic mist float up from the lake below to meet the party. The
apparitions are vaguely human-shaped and are hostile toward the characters. Each apparition uses the air elemental stat
block with the following changes:
A lake of bubbling water rings the island at the center of this crater. The water is violently turquoise and
radiates acrid vapors.
The lake is 10 feet deep along the shores and 30 feet deep at its deepest.
The compromised runestone in area 5 has enabled some of the fallen star beneath the Star Forge to seep acid into the lake’s
water. As long as the runestone is cracked, the water remains unsafe to drink, touch, or even go near.
Acidic Fumes. A creature that starts its turn within 10 feet of the water’s edge or anywhere in the air within 100 feet above the
water must make a DC 15 Constitution saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on
a successful one. A creature that starts its turn submerged in the water takes 42 (12d6) acid damage.
3: Iron Shelter
This massive iron dwelling sports large doors, furniture, and fixtures. The building is divided into two
chambers: a long bedchamber to the north and a workshop to the south. A simple furnace—its light and heat
humble compared to the Star Forge—fills one wall of the southern chamber. Heaped in a pile near the furnace
are metal building materials, gigantic pieces of rusty armor, and a variety of oversized trinkets clearly made
for giants. Two massive figures toil at the furnace.
Two cinder hulks (see the appendix) loyal to Brimskarda stoke the forge in this shelter’s southern room. They’ve been ordered
to collect metal scraps from around the lake, melt them down into ingots, and transfer the ingots to the Star Forge. The cinder
hulks are hostile toward the characters and attack them immediately.
Treasure. A character who searches the pile of trinkets finds two rings of resistance (acid) sized for fire giants. A Medium or
Small Humanoid can wear one of these rings like a bangle.
Also within the pile is a stone medallion the size of a dinner plate, inscribed with the fire rune. A character can repair the
cracked runestone in area 5 by removing the runestone and replacing it with this medallion.
Other Shelters. The other shelters around the lake have similar features and lie in different states of disrepair, but none contain
any items or creatures of interest.
4: Island Path
A wide dirt path slopes up the craggy island, connecting the shore to the south to a towering stone structure
at the isle’s northern tip. Standing in the middle of the road is a broad-shouldered giant with dusky skin and
flaming red hair. She wears intimidating armor made of jagged lava rock and wields a searing scepter.
“None shall pass,” the giant intones. At these words, two serpentine creatures of living flame slither to join her
side.
Brimskarda’s most trusted companion, her sister Zohelm, guards the path to the Star Forge. Zohelm is a fire giant of evil fire
(see the appendix), and she is accompanied by two salamanders she summoned from the Elemental Plane of Fire. The three
guard the area of the island south of the Star Forge and stamp out any intruders they find. They particularly enjoy driving
enemies toward the nearby lake and throwing them into its acidic waters.
Treasure. Zohelm carries the following items in a velvet-lined bag at her hip: six giant-sized iron ingots and a diagram showing
how to make a spiked tower shield. The bag also contains 110 sp, 90 ep, 100 gp, and 9 pp.
5: Cracked Runestone
Four fifty-foot-tall pillars of red stone stand before the wide archways on the Star Forge’s south wall.
Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with
glowing veins of magma. One pillar glows notably brighter than the others. A runestone halfway up the
brightly glowing pillar is cracked.
The runestones embedded in these pillars form a magical ward. This ward contains the power of the fallen star beneath the
Star Forge. Brimskarda’s thunderous hammering on the Star Forge’s anvil has caused a runestone on one of the pillars to
crack.
Each pillar has AC 16, 30 hit points, and immunity to poison and psychic damage.
Repairing the Runestone. A character who knows the Giant language can repair the cracked runestone with a successful DC
15 Dexterity check using either mason’s tools or the Sleight of Hand skill. Failing the check causes the runestone to break.
Alternatively, any character can remove the cracked runestone and replace it with the stone medallion in area 3 (see
“Treasure”).
If the runestone is repaired, the light seeping from the pillar dims, and the wards containing the fallen star restabilize. Any acid
damage dealt by the acidic lake water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink.
If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more acid seeps
from the star into the surrounding lake. The Star Forge sheds bright light for 200 feet and dim light for another 200 feet. Any
acid damage dealt by the acidic lake water (see area 2) is doubled.
6: Star Forge
Archways on the south, east, and west walls vent scorching heat from this high-ceilinged forge chamber. The
heat comes from a blazing furnace set into the north wall. An enormous anvil—thirty feet wide and ten feet
tall—dominates the chamber’s center. Kneeling atop the anvil is a begoggled, middle-aged human hammering
together pieces of metal. The human wears a glowing shackle around one ankle; the shackle is attached to a
long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed
war machine of stone and steel shaped like a giant warrior.
If the characters haven’t yet faced Brimskarda, add the following when you describe the room to your players:
A heavily armored giant with iron-gray skin and brassy hair hammers a piece of red-hot metal at the anvil.
Like the human, she wears dark-tinted goggles to protect her eyes from the blinding light of the furnace.
The giant smith is Brimskarda, a lawful evil fire giant forgecaller (see the appendix). Theldin (neutral good, human commoner)
toils alongside his kidnapper, performing the work that requires finer movements.
Brimskarda has no interest in negotiating with the characters or bartering for Theldin’s freedom. All she wants is to reaffirm her
lofty position in the ordning. To achieve her goal, she requires Theldin’s expert, nimble hands. Together the smiths will soon
complete what Brimskarda is sure will be her magnum opus: a titanic war machine called a runic colossus. Theldin fears for
his life and therefore does whatever Brimskarda demands.
Brimskarda stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in
case of combat. If attacked, she fights to the bitter end, knowing that to surrender to mere humans would heap the worst kind
of shame on her name.
Blinding Furnace. A creature that starts its turn within 60 feet of the furnace must succeed on a DC 15 Constitution saving
throw or take 22 (4d10) fire damage and have the blinded condition until the start of the creature’s next turn. On a successful
save, the creature takes half as much damage only.
Brimskarda and Theldin wear protective goggles that make them immune to the furnace’s blinding light. Brimskarda is immune
to fire damage. The shackle Theldin wears is magical; as long as the shackle is within 120 feet of the Star Forge, its wearer is
immune to fire damage.
Giant Anvil. The anvil has AC 18; 250 hit points; and immunity to fire, poison, and psychic damage. The anvil has immunity to
all other damage unless it takes 25 or more damage from a single attack or effect, in which case it takes damage as normal.
Freeing Theldin. Theldin is secured to the anvil by a 100-foot-long adamantine chain attached to a locked shackle around his
left ankle. A character can pick the lock with a successful DC 20 Dexterity check using thieves’ tools or the Sleight of Hand
skill. Brimskarda carries the manacle’s key in a pouch on her belt.
Treasure. Brimskarda carries everything she owns in a leather bag on her belt. The sack contains three boulders (minus any
she’s already thrown), a giant-sized leather apron stained with soot, fragments of a fire opal (worth 60 gp), and a 3-foot-tall
ceramic mug decorated with golden paint. It also contains 270 sp, 60 ep, 90 gp, and 14 pp.
Destroying the Colossus. If the characters free Theldin, he insists they help him destroy the runic colossus Brimskarda was
building. He explains that the half-finished Construct is a weapon of war capable of cataclysmic destruction, and the possibility
that some other giant might find and complete their work fills him with dread. The half-built colossus is a Huge object that has
AC 20, 150 hp, and immunity to poison and psychic damage. To destroy it, the characters must reduce it to 0 hit points and
then feed the broken pieces into the furnace. If Brimskarda, her nephews, Akaanvaerd, or any of the other residents of the
crater remain alive, they might appear (at your discretion) and interrupt this task. Otherwise, it’s safe to assume Theldin and the
characters can complete the task with about a half hour of work.
Conclusion
Once the characters free Theldin and return the smith to his home, they’ve completed their quest and earned their reward. If the
characters didn’t already coax such a promise from Evin at the adventure’s outset, Theldin offers to craft a magic weapon or
suit of armor for his saviors. This could be a +2 weapon, a suit of +1 armor, or some other rare magic item of your choice.
If Theldin doesn’t return home safely, Evin and other members of the city’s royalty build a funerary pyre to honor the smith and
mourn his loss. Evin thanks the characters for their efforts but cannot give them a reward; the city must preserve all the wealth
it can now that its prized smith is gone.
The fate of Brimskarda has a ripple effect on the region. Should the fire giant survive and retain control of the Star Forge, it’s
only a matter of time before she either completes her runic colossus alone or kidnaps another capable smith to help her finish
the job. Once her war machine is complete, Brimskarda’s first order of business is to lay waste to the city that hired the
adventurers who nearly foiled her plot.
In the event of Brimskarda’s death, the dragon Akaanvaerd once again claims the Star Forge as his lair. It will likely be some
time before another giant capable of challenging the dragon rises to the occasion.
Appendix
Cinder Hulk
Cinder hulks are distant descendants of fire giants who isolated themselves from the world and steeped themselves in the
energy of the Elemental Planes. Over the course of centuries, these giants were transformed into Elementals made of smoke
and cinders. Half the size of their giant ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and
embers billow around their barely cohesive physical forms.
Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and
especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
of their giant ancestors; they simply want to burn as much as they can until their own flames are extinguished. When a cinder
hulk dies, it collapses into a billowing cloud of searing smoke.
Cinder Hulk
Large Elemental, Typically Chaotic Evil
Speed 40 ft.
Skills Perception +5
Death Burst. When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius
sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first
time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6) fire
damage. The cloud lasts for 1 minute or until it is dispersed by strong wind.
Actions
Wave of Cinders (Recharge 5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest
in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a
creature takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful
save, a creature takes half as much damage only.
Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests
entwined itself with the firbolgs’ souls. Ages later, that magic still thrums inside firbolgs.
Firbolgs inspired by the saga of the giant god Diancastra embark on adventures to create their own legends. These wanderers
use their magic for trickery and disguise to emulate Diancastra.
Firbolg Wanderer
Medium Humanoid (Cleric), Any Alignment
Speed 30 ft.
Actions
Multiattack. The firbolg makes two attacks using Longsword, Bewitching Bolt, or a combination of them.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands, plus 9 (2d8) psychic damage.
Bewitching Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 10 (2d6 + 3) psychic damage, and
the target must succeed on a DC 14 Charisma saving throw or have the charmed condition until the start of the
target’s next turn.
Spellcasting. The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save
DC 14):
Bonus Actions
Duplicitous Movement (1/Day). The firbolg projects an illusory duplicate of itself in an unoccupied space it can
see within 30 feet of itself. The firbolg can then swap places with the illusion. The illusion vanishes after 1
minute, if the firbolg is incapacitated, or if the illusion is more than 120 feet from the firbolg.
As a bonus action on later turns, the firbolg can move the illusion up to 30 feet and can then swap places with it.
Fire Giant Forgecaller ARTIST: DAWN CARLOS
A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental
energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community’s defense,
often in Surtur’s name. Some forgecallers prefer to live and work in isolation, seeking the hottest fires in volcanoes’ hearts or
the Elemental Plane of Fire to pursue their own crafts and studies.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing
smoke. They conjure waves of magma and can fly by jetting magical fire from their legs and body.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While
holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor
bonus action.
The object bearing the rune has AC 15; 40 hit points; and immunity to necrotic, poison, and psychic damage. The
object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the
giant dies. If the rune is destroyed, the giant can inscribe a fire rune on an object in its possession when it
finishes a short or long rest.
Actions
Multiattack. The giant makes three Forge Hammer attacks or two Heated Rock attacks.
Forge Hammer. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage.
Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the
target. Metal objects in that area glow red-hot until the start of the giant’s next turn. Any creature in physical
contact with a heated object at the start of its turn must make a DC 19 Constitution saving throw. On a failed
save, the creature takes 10 (3d6) fire damage and has disadvantage on attack rolls until the start of its next turn
unless it has immunity to fire damage. The hammer can emit heat in this way only once per turn.
Heated Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning
damage plus 19 (3d12) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 21
Strength saving throw or have the prone condition. After the giant throws the rock, roll a d6; on a roll of 3 or
lower, the giant has no more rocks to throw.
Magma Wave (Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each
creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) fire
damage and has the restrained condition. As an action, a creature can make a DC 19 Strength (Athletics) check,
freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC
17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half
as much damage only.
Bonus Actions
Furnace Armor (Requires Fire Rune). The giant causes smoke and cinders to billow from its armor, filling a 30-
foot-radius sphere centered on the giant. While the armor is billowing smoke, the giant has half cover. The armor
stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect,
or when the giant’s fire rune is destroyed.
Speed 30 ft.
Shrapnel Explosion. When the giant drops to 0 hit points, its armor explodes, destroying the giant’s body and
scattering the armor as shrapnel. Creatures within 10 feet of the giant when its armor explodes must make a DC
18 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a
successful one.
Actions
Multiattack. The giant makes two Searing Scepter attacks or two Bolt of Imix attacks.
Searing Scepter. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage
plus 9 (2d8) fire damage, and the target is magically branded. While branded in this way, the target becomes
visible if it’s invisible, can't become invisible, and sheds dim light in a 5-foot radius. The brand disappears after
24 hours, or it can be removed from a creature or an object by any spell that ends a curse.
Bolt of Imix. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 20 (3d10 + 4) fire damage, and the
target must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of the
target’s next turn.
ARTIST: OLIVIER BERNARD
Credits
Designers: Patrick Renie, James Wyatt Senior Producer: Dan Tovar
Art Director: Bree Heiss, Emi Tanji Producer: Siera Bruggeman, Gabriel Waluconis
Graphic Designer: Trish Yochum D&D Beyond Product Managers: Patrick Backmann, Jeff
Turriff
Illustrators: Olivier Bernard, Dawn Carlos, Dyson Logos,
Riccardo Moscatello D&D Beyond Digital Design Team: Jay Jani, Adam Walton,
Joseph Keen, Cameron Powell, Sean Stoves
Imaging Technicians: Daniel Corona, Kevin Yee
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Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, their respective logos, and The
World’s Greatest Roleplaying Game are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.