Hill Giant

MapTool Token

NameHill Giant
Sorted NameHill Giant
FamilyGiant
Size and TypeLarge Giant
Hit Dice Count12
Hit Dice12d8+48 (102 hp)
Random Hit Points12d8+48 - 48
Initiative-1
Speed30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple+9/+20
Attack

Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)

Full Attack

Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)

Space/Reach10 ft./10 ft.
Special AttacksRock throwing
Special Qualities

Low-light vision, rock catching

SavesFort +12, Ref +3, Will +4
AbilitiesStr 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills

Climb +7, Jump +7, Listen +3, Spot +6

Feats

Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)

EnvironmentTemperate hills
Challenge Rating7
Organization

Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)

TreasureStandard
AlignmentOften chaotic evil
AdvancementBy character class
Level Adjustment+4
VersionSRD
SourcesSystem Reference Document
Stat_Block

Hill giant; CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7

Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)

Hill Giant

Hill Giant
Large Giant
Hit Dice:
12d8+48 (102 hp)
Initiative:
-1
Speed:
30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class:
20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple:
+9/+20
Attack:
Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack:
Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Rock throwing
Special Qualities:
Low-light vision, rock catching
Saves:
Fort +12, Ref +3, Will +4
Abilities:
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills:
Climb +7, Jump +7, Listen +3, Spot +6
Feats:
Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Environment:
Temperate hills
Organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
Challenge Rating:
7
Treasure:
Standard
Alignment:
Often chaotic evil
Advancement:
By character class
Level Adjustment:
+4

Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.

Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.

Combat

Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.

Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.

Rock Throwing (Ex): The range increment is 120 feet for a hill giant's thrown rocks.

Hill Giants as Characters

Reckless brutes of incredible strength but little wit, hill giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence.

Despite their rugged appearance and great size, their basically humanoid shape makes it easy for them to relate with more civilized folk.

Hill giant characters possess the following racial traits.

  • +14 Strength, -2 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.

-A hill giant's base land speed is 40 feet.

  • Low-light vision.
  • Racial Hit Dice: A hill giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
  • Racial Skills: A hill giant's giant levels give it skill points

equal to 15 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.

  • Racial Feats: A hill giant's giant levels give it five feats.
  • +9 natural armor bonus.
  • Special Attacks (see above): Rock throwing.
  • Special Qualities (see above): Rock catching.
  • Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +4.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7), or Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)

feats: CLEAVE, IMPROVED BULL RUSH, POWER ATTACK, IMPROVED SUNDER, WEAPON FOCUS (GREATCLUB), ,