Hill Giants

Creatures of pure hedonic bliss, a hill giant's role in the great ordning is to enjoy the fruits of their greater kin's labors, to live joyful lives unburdened by divine mandate. While in demihuman societies the rights of the leisure classes are typically derived from political dominance, among giants the hill-dwellers are looked upon with a fond sort of pity, cursed to serve only their own purposes, rather than those of the gods.

Hill Giant Social Encounters

  • A clan of hill giants has slain a green dragon, and is looking for exotic and unusual seasonings to prepare it with for a feast. This news has attracted merchants and grifters from far and wide, looking to take advantage of the giants' loose understanding of minted currency. The giants, for their part, are wary of such deceit and in search of an interpreter who can help them spot these ruses.
  • A hill giant feast day is approaching, and livestock from the local village have been disappearing in droves. This itself is not unusual, and considered part of the cost of doing business in these territories, but it has been discovered that one of the sheep taken was actually a famous wizard who had polymorphed himself for reasons known only to him. No one is terribly worried about the wizard being eaten, but there might be a boon in the offing for someone who rescues him.
  • A hill giant master chef, exiled from his clan for the excessive handsomeness bestowed upon him by his recent culinary discoveries, is seeking funding to build an inn for traveling giants and giantkin on the outskirts of a local city. The local governor wants to avoid the presence of giants without open conflict and is imposing unreasonable requirements and restrictions on the project, which is further complicated by a mischievous fey who wants his apples back.

Hill Giant Lore

Arcana DC 15: Though runecrafting does not come easily to hill giants, some pursue mastery of it nevertheless, gaining the power to move earth and stone as though it were water.
History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so.
History DC 15: Though hill giants typically carry
sacks of good throwing rocks if they expect conflict,
they prefer to throw whatever comes to hand in their environment, due to their tendency to develop strong attachments to their throwing rocks, often naming each individually and telling stories featuring the rocks as characters.
Religion DC 10: Hill giants mandate in the great ordning
is to serve their own appetites, pursuing epicurean
novelty and delight. Those with
the broadest experience and
most refined palettes are
considered repositories of
divine wisdom.

Hill Giant Manherd Tactics

Hill giants will often rush into conflicts they know they cannot win to avoid appearing cowardly, especially while in a group, but will swiftly find a reason to claim victory and retreat or surrender and ask for mercy if the fight turns against them.

In combat, hill giants usually prefer to take the high ground and fling rocks down hills or bluffs, often competing to see who can hit the farthest or smallest target. Once enemies close to melee range, they use their
tree trunks to herd foes together
before using their Brutal Shove,
preferentially targeting creatures
that fall prone to avoid the shove.

Designer's Note. If you use
miniatures and terrain, be sure to place
rocks and trees for your giants
to throw and wield, and cover for
your PCs to dart between as they
approach. Players universally love
that kind of thing. Here is a guide
for making very cheap miniature
trees, and you can use large pieces
of gravel for your boulders. Also, note
that "rock" is a loose stand in
for any big thing that a giant can
throw. "Rocks" can be
creatures, furniture,
vehicles, small structures, etc.

Hill Giants

Wayne Reynolds



Hill Giant Manherd

Huge giant, chaotic neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 30 ft.

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

  • Skills Perception +2
  • Damage Resistances Attacks made without advantage
  • Senses Passive Perception 12
  • Languages Giant, Jotunhaug
  • Challenge 5 (1,800 XP)

Easily Confused. While three or more enemies are within 5 feet of the giant, attacks against it have advantage.

While three or more creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Actions

Multiattack. The giant makes two tree Trunk Attacks, one of which it can replace with a use of its Brutal Shove.

Tree Trunk. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and be pushed 5 feet away.

Each other creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage.

Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 5) bludgeoning damage.

Body Slam. The giant leaps up to 20 feet, landing prone and ending its turn.

Each creature whose space it lands in must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone, or taking half as much damage and moving to the nearest unoccupied space on a success.

A creature Attached to the giant has disadvantage on this saving throw.

Brutal Shove (Recharge 5-6). The giant lowers its tree and shoves, forcing up to two creatures within 10 feet of to make a DC 16 Strength saving throw.

On a failure, a target takes 20 (3d12) bludgeoning damage and is pushed up to 10 feet away.

A creature may use its reaction to fall prone and gain advantage on this saving throw.

Reactions

Kick Away. When a Medium or smaller creature enters the giant's reach, the giant can force it to succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 10 feet away.

Hill Giant

Chris Rahn



Hill Giant Avalancher

Huge giant, chaotic neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 115 (11d12 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

  • Skills Perception +4, Survival +4
  • Damage Resistances Attacks made without advantage
  • Senses Passive Perception 14
  • Languages Giant, Jotunhaug
  • Challenge 6 (2,300 XP)

Easily Confused. While three or more enemies are within 5 feet of the giant, attacks against it have advantage.

While three or more creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Rock-Sack. The giant carries a sack with twelve good throwing rocks in it.

Actions

Multiattack. The giant makes two attacks with its Earthen Wave.

Earthen Wave. Melee Spell Attack: +7 to hit, reach 20 ft., one target. Hit: 21 (4d10) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away.

Rock. Melee or Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 5) bludgeoning damage.

Each other creature within 5 feet of the target must succeed on a DC 16 Dexterity saving throw or take half the attack's damage.

Runecut Stomp (Recharge 5-6). The hill giant stomps a rune into the earth, sending the earth churning in a 30 feet cone and making it difficult terrain.

Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and fall prone, or take half as much damage on a success.

Reactions

Kick Away. When a Medium or smaller creature enters the giant's reach, the giant can force it to succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 10 feet away.

Hill Giant

Chippy

Runecut Avalanche. At DM discretion, the giant's Runecut Stomp ability may cause an avalanche, in which case its damage is maximized and creatures that fail its saving throw are additionally restrained (escape DC 15) as they are buried alive by loose material, and are Blinded and Choking while restrained in this way.

Hill Giant Avalancher Tactics

Avalanchers are usually found leading hunting parties of                 giants, and are usually willing to share their rocks,                  though interpersonal conflicts can make them feel                   less magnanimous, even in life-or-death conflicts.                   Avalanchers use their Earthen Wave to keep                    enemies at range so they and their allies can                   continue throwing rocks at them. If on a slope                 that might precipitate an avalanche, they will open                  with their runecut stomp, otherwise saving it for                  when they can catch at least three enemies in its                 area.



Hill Giant Chef-Soul

Huge giant, chaotic neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 20 (+5) 13 (+1) 14 (+2) 6 (-2)

  • Saving Throws STR +8, CON +8
  • Skills Nature +4, Perception +5
  • Damage Resistances Attacks made without advantage
  • Senses Passive Perception 15
  • Languages Common, Giant, Jotunhaug
  • Challenge 8 (3,900 XP)

Runescribed Cauldron. The giant carries a 15 foot diameter magic cauldron that can fill with water and heat on command.

A creature that enters the caudron for the first time on a turn or ends its turn there takes 11 (2d10) fire damage.

A creature can exit the cauldron by spending half its movement, landing prone in the nearest unoccupied space.

Easily Confused. While three or more enemies are within 5 feet of the giant, attacks against it have advantage.

While three or more creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Actions

Multiattack. The giant makes two melee attacks, one of which can be with its Sample Bite.

Sample Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one grappled target. Hit: 16 (2d10 + 5) piercing damage and the giant has advantage on saving throws against spells cast by the target for the next minute.

Hog-Splitter. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage and the target is pushed 5 feet away.

A creature killed by this attack is split in half.

Snatch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).

Reactions

Kick Away. When a Medium or smaller creature enters the giant's reach, the giant can force it to succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 10 feet away..

Into the Cauldron! When a creature grappled by the giant hits it with an attack, the giant can hurl the creature up to 30 feet into its cauldron.

The creature must succeed on a DC 16 Dexterity saving throw or fall into the cauldron, taking 10 (3d6) bludgeoning damage and landing in the nearest adjacent space on a success.

Hill Giant Chef Soul Tactics

Once battle is joined, chef-soul drops its
cauldron as part of their movement, then goes
about snatching creatures to hurl in,
preferentially targeting those of exotic
races/species. If a creature doesn't provoke
the chef-soul's reaction, it can always
just schlep them back and drop them
in. It usually tries for a Sample Bite
before tossing a creature in, and will
switch to its hog splitter if it has a
creature grappled that it has already
tasted.

Encounters

CR 21 Encounter 15,700 XP

  • 1 Hill Giant Chef-Soul (CR 8)
  • 2 Hill Giant Avalancher (CR 6)
  • 10 Ogre Chaff (CR M11)

Bubbling Cauldron

Eric Deschamps



Hill Giant Master of the Feast

Gargantuan giant, chaotic neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
23 (+6) 3 (-4) 22 (+6) 8 (-1) 12 (+1) 13 (+1)

  • Saving Throws STR +10, CON +10
  • Skills Athletics +10, Perception +5, Persuasion +5
  • Damage Resistances Attacks made without advantage
  • Senses Passive Perception 15
  • Languages Goblin, Giant, Jotunhaug
  • Challenge 10 (5,900 XP)

Easily Confused. While three or more enemies are within 5 feet of the giant, attacks against it have advantage.

While three or more creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Ordning of Plenty. When initiative is rolled, each friendly giant within 60 feet gains 11 (2d10) temporary hit points.

While a giant has any of these temporary hit points, it cannot be Frightened or Poisoned, and has advantage on Wisdom saving throws.

Actions

Dwarf-Driver Club. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be pushed 20 feet away, or half as far on a success.

Snatch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 18).

Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

On a hit or miss, the thrown creature takes the attack's damage.

Savor. The giant slowly chews. Each creature in its mouth must succeed on a DC 18 Dexterity saving throw or take 35 (10d6) bludgeoning damage, or half as much on a success.

Call to the Feast (Recharge 5-6). Up to four hill giants within 60 feet may each use their reaction to make a Bite attack with +10 to hit, dealing 14 (2d8 + 5) piercing damage on a hit.

Legendary Actions

The giant can take 3 legendary actions, choosing from the options below.

Snatch. The giant makes a Snatch attack.

Stuff. One Large or smaller creature grappled by the giant must succeed on a DC 18 Strength saving throw or be stuffed into the hill giant's mouth and restrained (escape DC 18).

Earthshaker Charge (Costs 2 Actions). The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Gargantuan.

Each creature it passes within 20 feet with this movement must succeed on a DC 18 Dexterity saving throw or be knocked prone.

A creature whose space the giant passes through with this movement has disadvantage on this saving throw.

Hill Giant Master of the Feast Tactics

In the early stages of a fight, the master of the feast
declines to join in, yelling words of encouragement
while giving the impression of harmless immobility.
If its enemies get within 30 feet of it, however, it makes an Earthshaking Charge, heedless of its allies, and immediately snatches as many of them as it can. If it has two or more creatures in its mouth it always uses its Savor, otherwise preferring its Dwarf-Driver Club, especially if there are Small targets to hit with it.

Chef Guh

Chris Seaman

Art Credits

  • Hill Giants by Wayne Reynolds
  • Hill Giant by Chris Rahn
  • Hill Giant by Chippy
  • Bubbling Cauldron by Eric Deschamps
  • Chef Guh by Chris Seamon =
  • Bisk, Goblin King by Rae Elderidge

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