Hill Giant

Huge giant, chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 138 (13d12 + 52)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Giant
  • Challenge 8 (3900 XP)

The Legs Are Not Innards. Giant's legs aren't its most vulnerable parts. The legs have resistance to bludgeoning, piercing, and slashing damage. Once the damage to its legs accumulates 50 damage total, the giant falls prone and its speed is halved until it finishes a long rest.

Staggered. If the giant’s legs take 20 damage before the start of its next turn, it must make a Dexterity saving throw with a DC of 15 or half the damage taken, whichever is higher. On a failed save, the giant staggers on his knee, making it possible to attack the giant's torso or head with an attack with range shorter than 15 feet. The giants can use half of its movement to stand back up at the start of its turn.

Called Shot. A creature can declare a called shot against the giant. If the attack has a range of at least 15 feet, it can choose to attack the giant’s legs, torso, or head. If not, then they must attack its legs.

Actions

Multiattack. The giant makes three greatclub attacks or one greatclub attack and a fling.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Fling. The giant hurls a Medium or smaller creature grappled by it up to 60 feet away in any horizontal direction. If the target then comes into contact with a hard surface or heavy object it must make a DC 16 Dexterity saving throw. The target takes 1d6 damage per 10 feet moved on a failed save, or half as much on a successful one.

Legendary Actions

The hill giant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hill giant regains spent legendary actions at the start of its turn.

Grab. The giants attempts a grapple against one creature within 10 feet of it.

Stomp. The giant stomps on the ground with tremendous force, causing a small shockwave around the impact point. All other creatures within 20 feet of the giant must succeed on a DC 16 Constitution saving throw or take 3 (1d6) bludgeoning damage and fall prone.

Mighty Swing (Costs 2 Actions). The giant swings its weapon in a wide arc, striking everyone in its path. All creatures in a line 10 feet long and 25 feet wide in front of the giant must make a DC 16 Strength saving throw. On a failed save, a creature takes 14 (2d8 + 5) bludgeoning damage and is pushed 20 feet away from the giant. On a successful save, the creature takes half as much damage and isn’t pushed.

Image copyrighter by Wizards of the Coast LLC


Shoutout to Serris from Discord of Many Things for the idea