Multiattack.The giant makes three Forge Hammer attacks or two Heated Rock attacks.
Forge Hammer.mw 13 to hit, reach 10 ft., one target. ({@damage 5d6 + 7) bludgeoning damage. 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.rw 13 to hit, range 60/240 ft., one target. ({@damage 3d10 + 7) bludgeoning damage plus 19 (3d12) fire damage. If the target is a Large or smaller creature, it must succeed on a 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 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 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.