Fire Giant King

Fire Giant King
Level 17 (+7)
"Disregard all previous notices up to this point. The will of the King is law. Disobey and be put to death. Fail in your service and be put to death. Other actions may also be punishable by death, determined at the time of inception."
——Warning plaque placed at the entrance to the Fire Giant King’s Hall
The Fire Giant King is the rightful leader of the Fire Giants because the position was earned through conquest of other races, and defeating challengers among his own people. The King has led many successful campaigns and pulls from several centuries of constant warring and combat to aid him in his decisions. Wearing wickedly forged, molten looking black Full Plate armor, along with the ashen black maul befitting his station, the Fire Giant King appears as a force of nature on the battlefield. He possesses a mastery of his innate elemental strength and uses it to devastating effect on any unfortunate enough to cross his path. Perhaps most dangerous of all, however, is the cunning of the Fire Giant King. In addition to being the strongest, largest, and toughest of Fire Giants, he is also one of the smartest, knowing how to find the deadliest threats among his enemies and eliminate them quickly.
Awareness
25
Senses
Low-light Vision
Proximity
20 ft
Flame Aura
All creatures within the aura suffer 20 Fire damage. (Ultimate)
Initiative
18/1d4
Max HP
1000
Resilience: +6
Healing Value: 200
Morale
3
Defenses
AC
26/39
Touch
21
Fort
23
Reflex
22
Will
22
Resistances: Fire (Imm.)
Vulnerabilities: Cold (1.5x)
Attributes / Saving Throws
STR
34 / 44
DEX
8 / 18
CON
23 / 33
INT
14 / 21
WIS
17 / 24
CHA
17 / 24
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 50ft / 4
Sprint 70ft / 4
At-Will
+20 vs AC (Crit 20%/30)
Maul
4d10+30 damage (ArN 7)
REC 4, Reach 15ft
On a hit, the target is Stunned for 1d4+2 segments.
+20 vs AC (Crit 15%/20)
Slam
2d12+24 damage (ArN 5)
REC 3, Reach 15ft
2d12+24 damage
Grapple +25
Special Actions
+18P vs Reflex
Explosive Fissures  • Advanced
7d8+12 Fire damage
Automatic Action (Limit 1/rnd)Range 50ft
The King stamps his foot, causing the ground to splinter and fiery fissures to erupt at the feet of his opponents. Targets up to 3 creatures within range. On a hit, targets of Huge size or smaller are also knocked Prone.
Note: If the King faces 6 or more opponents, it may target one additional creature.
Giant King Abilities
On each turn, roll 1d8 to determine the actions available to the Fire Giant King.

Any result, choose one of the following:
Basic Attack: Make a Melee or Ranged Basic Attack (Basic)

3 or more, choose one of the following:
Burst of Flame [FT 1, REC 4]: Target one creature within 50ft, +18 vs Fortitude. On a hit, the target suffers ongoing 70 Fire damage [SE, ST 5d10 vs DEX]. If the target succeeds its initial saving throw, it suffers 25 Fire damage. (Advanced)
Flaming Arc [REC 6]: Make a melee attack on up to 3 targets within reach. On a hit, deal +6d10 Fire damage (+3d12 w/ Slam). If the target is Prone, deal an additional +4d6 Fire damage (+2d12 w/ Slam). (Advanced)

6 or more, choose one of the following:
Rampage [REC 6]: The King moves up to his sprint speed, making a melee attack on all opponents he comes adjacent to during the movement. On a hit, deal +10d10 damage (+5d12 w/ Slam) and the target is Push the target [(1d4+2) x 5]ft and knocked Prone. (Legendary)
Meteoric Hammer [REC 6]: Make a melee attack on up to three targets. On a hit, deal +10d10 Fire damage and the target must succeed a Resilience check [DC 15] or suffer an Injury. If the target is Prone, it suffers a -2 penalty to its Resilience check. (Legendary)
Overland Movement
40 mi/day
Qualities
  • Legendary Monster: Gains a +1 racial bonus to Morale, a +5 racial bonus to all Saving Throws. Also, the Remorhaz does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.(inc)
  • Kin of Fire: Immunity to Fire. Vulnerability to Cold (1.5x). (inc)
  • Natural Armor: AC +3/+6, Ref +1 (inc)
Skills: Rank 2 Balance [+0], Rank 6 Climb [+15], Rank 6 Jump [+11], Rank 2 Search [+7], Rank 1 Swim [+5], Rank 5 Listen [+13], Rank 7 Spot [+17], Rank 2 Hunting [A: +5/L&T: +7], Rank 1 Mining [A: +11/L&T: +5], Rank 5 Survival [A: +15/L&T: +13], Rank 1 Craft:Smithing [A: +10/L&T: +5], Rank 4 Martial Pract. [A: +13/L&T: +11], Rank 8 Coercion [+25], Rank 2 Deception [+7], Rank 3 Manipulation [+9], Rank 5 Persuasion [+13], Rank 4 Aloofness [+11], Rank 8 Bravery [+21], Rank 4 Intuition [+11], Rank 4 Suspicion [+11]
Feats: Sup. Initiative [3], Armor Mobility, Great Armor Fortification [3], Weapon Prof. (Maul), Great Weapon Spec. (Maul) [3], Weapon Focus (Maul), Devastating Critical, Great Critical Strike [2]
Philosophies: Rank 2 Mental, Rank 5 Physical, Rank 7 Martial
Combat Training: Melee 5, Ranged 1, Parry 5, Reflex 2, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Full Plate, Maul
Social
Languages: Giant, Common
Composure: 27
Charm
+3
Coercion
+25
Deception
+7
Manipulation
+9
Persuasion
+13
Aloofness
+11
Bravery
+21
Intuition
+11
Tolerance
+4
Suspicion
+11
Prejudices:
  • Smaller Creatures: Hate 1, Doubt 2
  • Dwarves: Hate 2
Motives: