“If you don’t understand why we did it, you’ve never been in a Fire Giant slave camp.
“Imagine living your life contented in a village, when the Fire Giant armies come rolling in. They destroy the walls, murder your neighbors, and eventually round up your family to work in the mines. 14 hours a day in the blistering underground heat, digging up the precious gems and minerals that fuel their war machine. If you drop from exhaustion, your fellows have to leave you there, or else you both get kicked into the magma to burn. You’d want to destroy them too.
“So you sneak a few of those precious stones into your quarters after your shift. While the halfling keeps watch at the door, the elves assemble the rocks into a giant’s likeness. The dwarves inscribe runes in the right places, and the druids provide a dark blessing. And suddenly, the creature you’ve built sits up and glows a brighter red than the lava under your feet.
“How were we supposed to know it wouldn’t stop with the Fire Giants? We cheered as the immense heat increased its power, enough to tear down their hidden city. But then it ripped through the slave quarter, tearing off its own rocky flesh to use as flaming boulders. I barely managed to escape before it shattered through a fault line and collapsed the entire coast.
“We did what we did. I’m not sorry for it, no matter how much your judges leer at me. But I promise you this: We just made one.
“Only the Gods know why Magma Giants now roam the land.”
Do you want a miniature of this Beastie? Well, this artwork is provided by the folks at ArcKnight, who produce Flat Plastic Miniatures and other RPG supplements. You’ll get one if you order ArcKnight’s Development Pack!
Huge giant, chaotic evil
Armor Class 19 (natural armor)
Hit Points 180 (17d12 + 78)
Speed 30 ft.
STR 25 (+7) DEX 9 (-1) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 13 (+1)
Saving Throws Dex +3, Con +10, Cha +5
Damage Vulnerabilities Cold
Damage Immunities Fire, poison, psychic; bludgeoning, piercing, and slashing from non-magical attacks not made with adamantine weapons
Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Tremorsense 50 ft., Passive Perception 16
Languages Common, Giant
Proficiency Bonus +4
Challenge Rating 15 (13,000 XP)
Immutable Form. The magma golem is immune to any spell or effect that would alter its form.
Magic Resistance. The magma golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The magma golem’s weapon attacks are magical.
Fire Healing. When the magma giant is within a fire or pool of magma at least 40 feet wide, it restores 1d12 hit points per turn. Once its maximum hit points are reached, it may gain up to 50% of its health in temporary hit points. These temporary hit points are reduced by 1d6 per round once it leaves the source of the flame.
Fire Tank. All fire damage inflicted on a magma giant restores its health by the equivalent damage value. Once its maximum hit points are reached, it may gain up to 50% of its health in temporary hit points. These temporary hit points are reduced by 1d6 for each round it is not attacked with a fire weapon.
Multiattack. The magma giant makes two melee attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 23 (4d8 + 7) bludgeoning damage.
Magma Boulder. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage and 8 (2d8) fire damage to all targets in a 20 foot radius. Each time a magma giant makes this attack it takes 18 damage as it tears a boulder from its own body.