Earthen Hill Giant

Huge giant, chaotic evil


  • Armor Class 14 (natural)
  • Hit Points 105(10d12 + 40)
  • Speed 40ft.

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 6 (2,300 XP)

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 5 (3d8 + 5) damage.

Dirt Clod. Ranged Weapon Attack: +8 to hit, reach 60/240ft., one target. Hit 5 (2d8 + 5) and the target must make a DC 13 Dexterity check to avoid being temporarily blinded 1d3 rounds.

Dirt Storm. The Giant strikes up a wave of loose soil, stone, and earth to bury a 15-foot cone.* Each creature in that area must make a DC 13 Dexterity check to avoid being temporarily blinded for 1d3 rounds and a DC 13 Strength save to avoid being knocked prone, partially buried, and taking 2d6 bludgeeoning damage. Those that make the strength save take half damage. Those who are partially buried must use a move action to unbury themselves.

Rub Some Dirt on It. The Giant Covers themself with loose earth and draws healing from it. Until the start of it's next turn the giant gains +2 to their armor class, and regains 10 Hit Points. Using this ability outside of combat allows the giant to regain 25 hit points for 1 minute of time spent drawing on the healing power of the earth.