Possessed Fire Giant (Far Realm)
by archivist
Possessed Fire Giant
A fire giant whose body has been taken over by a corrupted slaad tadpole. The tadpole entered through the eye and established a psychic tether to Allabar. Vecna can see through it, speak through it, and recall it through a portal at will.
These are the rank-and-file enemies of the Star Forge descent. The party will fight several across sessions 34-36.
Description
It looks like a fire giant — at first. Then you notice the eyes: one pupil tracks you while the other drifts independently. The jaw hangs slightly open, and when it speaks, two voices overlap — the giant’s deep rumble and something thinner, wetter, underneath. It moves in stuttering jerks, as if being operated by something that doesn’t fully understand joints. Its skin ripples occasionally, as though something shifts beneath it.
Stat Block: Possessed Fire Giant
Huge aberration (giant), chaotic evil
Armour Class 18 (plate armour)
Hit Points 210 (20d12 + 78) (bumped from 162)
Speed 30 ft.
STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 23 (+6) 14 (+2) 10 (+0) 15 (+2)
Saving Throws Con +10, Wis +4, Cha +6
Skills Athletics +11, Perception +4
Damage Immunities Fire
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., passive Perception 14
Languages Giant, Deep Speech, Telepathy 60 ft.
Challenge 13 (10,000 XP)
Traits
Aberrant Tether. The giant is psychically tethered to Allabar via the corrupted slaad tadpole behind its eye. It cannot be surprised while the tether is active. Vecna can see and hear through this giant.
Far Realm Resilience. The giant has advantage on saving throws against being banished or sent to another plane involuntarily.
Unnatural Movement. The giant’s movements are wrong — stuttering, jerking, occasionally bending in ways joints shouldn’t allow. Creatures that start their turn within 10 feet and can see the giant must succeed on a DC 16 Wisdom saving throw or be frightened until the start of their next turn. A creature that succeeds is immune to this effect for 24 hours.
Portal Recall (1/Day). As a bonus action, or as a reaction when the giant is reduced to half its hit point maximum or fewer, the giant opens a portal to Allabar within 5 feet of itself. The portal is a visible 10-foot-diameter tear in space — shimmering red, smelling of copper and void. The portal remains open until the end of the giant’s next turn. The giant can move through the portal on its turn (no action required), transporting itself to Allabar. Any creature grappled by the giant is transported with it. The portal can be closed early by dispel magic (DC 16) or by dealing 30+ radiant damage to the tear in a single round. (Mechanically clean — it’s visible, it has counterplay, but it’s terrifying for Lux.)
Actions
Multiattack. The giant makes two Greatsword attacks. It can replace one with a Psychic Lash.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Psychic Lash. Ranged Spell Attack (60 ft.): +6 to hit, one creature. Hit: 22 (4d8 + 2) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or have disadvantage on attack rolls until the end of its next turn.
Bonus Actions
Vecna’s Whisper (Recharge 5-6). The giant locks eyes with one creature within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn, as Vecna speaks directly into its mind. The target hears Vecna’s voice — cold, knowing, personal. The DM chooses what Vecna says. This can target Lux specifically.
Reactions
Aberrant Dodge. When hit by an attack, the giant’s body briefly phases — bones shift, flesh ripples. The giant can use its reaction to halve the damage from the attack.
Tactics
- Opens with Greatsword multiattack against the nearest melee threat
- Uses Psychic Lash on spellcasters to shut down concentration
- Vecna’s Whisper targets Lux or whoever carries the Rod — it’s personal
- When reduced to half HP, the DM decides: does it fight to the death, or does Portal Recall trigger?
- If Portal Recall activates near Lux: describe the portal opening, the giant stepping toward it, and give Lux one round to react before it would affect him. Build the dread.
DM Notes — Lux Escalation
Use the Portal Recall sparingly at first. Session 34: one giant recalls and vanishes — the party is confused. Session 35: it happens again mid-fight, but this time the portal opens RIGHT NEXT to Lux’s fire giant body. The implication is clear. By session 36, Lux should be questioning every moment he stays in that body.
Encounter Scaling (Nemesis — 7x Lv13, Highly Optimised)
Standard CR math doesn’t apply. This party plays as a unit, has deep magic item pools, and will focus fire. Treat them as a level 16-17 party for difficulty.
Encounter Composition Expected Difficulty Probing fight 2 possessed giants Medium — lets them learn the mechanics Standard fight 3 possessed giants + 2 intellect devourers Hard Set piece 3 possessed giants + environmental hazards (lava, unstable ground, gas) Hard-Deadly Deadly 4 possessed giants + Portal Recall on 2 of them Deadly Overwhelming 2 possessed giants + 1 Far Realm Abomination (mini-boss) Deadly+Key: The difficulty isn’t just in the stat blocks — it’s in the terrain, the portal mechanic creating urgency, and the need to split attention between combat objectives and protecting Lux/the Rod.