| Hit Dice: | 13d8+78 (136 hp) |
| Initiative: | +1 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 25 (–1 size, +1 Dex, +3 masterwork studded leather, +12 natural), touch 10, flat-footed 24 |
| Base Attack/Grapple: | +9/+26 |
| Attack: | Huge greatsword +21 melee (2d8+19/19–20), or rock +10 ranged (2d6+13) |
| Full Attack: | Huge greatsword +21/+16 melee (2d8+19/19–20), or rock +10 ranged (2d6+13) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Rock throwing, spell-like abilities, trample 2d8+19 (DC 29) |
| Special Qualities: | Darkvision 60 ft., fast healing 3, rock catching |
| Saves: | Fort +14, Ref +5, Will +6 |
| Abilities: | Str 36, Dex 13, Con 23, Int 14, Wis 15, Cha 14 |
| Skills: | Knowledge (nature) +20, Move Silently +17, Spot +18, Survival +20 |
| Feats: | Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Spring Attack |
| Environment: | Temperate hills and forest |
| Organization: | Solitary, pair, gang (3–8), squad (9–16), or troop (20–40) |
| Challenge Rating: | 12 |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | By character class |
| Level Adjustment: | +5 |
Firbolgs are reclusive giants who tend to avoid contact with humanoid races and even other kinds of giants. Unlike some of the more brutish giantkin, firbolgs do not depend heavily on raiding for subsistence, nor do they rely solely on force to resolve problems.
A firbolg looks like a 10-foot-tall human and weighs more than 800 pounds. Its skin is a fleshy pink color, and it can have hair of almost any shade, although blond and red are the most common.A firbolg of either gender wears its hair long, and the typical male sports a great, thick beard.
Firbolgs speak Giant and Common.
Firbolgs are both cautious and crafty. They have learned to distrust and fear the “civilized” races, such as humans and elves. If possible, they avoid encounters with humanoids altogether, either by hiding or by deception.
If forced to fight, firbolgs employ effective combat strategy, using the terrain and situation to best effect. They always operate as a team, not as a collection of individuals.
Rock Throwing (Ex): An adult firbolg receives a +1 racial bonus on attack rolls when throwing rocks. It can throw rocks weighing 40 to 50 pounds each (Small objects) up to five range increments (range increment 130 feet).
Spell-Like Abilities: 1/day—alter self, detect magic, feeblemind, know direction. Caster level 13th; save DC 12 + spell level.
Rock Catching (Ex): A firbolg can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a firbolg that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount.) The firbolg must be ready for and aware of the attack.
Firbolgs usually live in well-fortified colonies, either in the depths of the forest or in cavern complexes dug into hillsides. All firbolg settlements are protected by guard towers. These creatures live primarily by hunting and gathering, but each colony also practices simple agriculture.
A troop of firbolgs usually has a druid as its leader. Any other ranked members have levels in the barbarian class. A firbolg’s favored class is druid.
A firbolg PC’s effective character level (ECL) is equal to its class level + 18. Thus, a 1st-level firbolg druid has an ECL of 19 and is the equivalent of a 19th-level character.
Source: Monster Manual II, page 101. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.