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Hill Giants Hill Giant Tactics

Of all true giants, hill giants are the smallest and most Hill giants are driven by their insatiable appetite. In most
numerous. Hill giants are rather unintelligent brutes that rely circumstances, hill giants tend to travel in small packs of
on brute strength, particularly against those much smaller 4(1d6) roaming large berths of territory in search of anything
than it. Using their physical superiority, they often bully they deem edible. Despite traveling in packs, hill giants rarely
smaller races into serving them out of fear of being devoured. show any tactical coordination when on the hunt. In fact, hill
However, when they encounter creatures that are much giants tend to flock together, only to make it easy for them to
larger or more powerful than they are, they quickly become spot their next meal. Once their target is identified, the hill
servile minions for their new masters. Despite their limited giants erupt into a free-for-all as each giant tries to gobble as
intelligence, hill giants can prove to be quite useful minions much food as it can.
thanks to their sheer size and strength.
Clumsy Fighter
Hill Giant Society Despite their bloated forms, hill giants are surprising agile
Although hill giants are typically known to reside in hills and for their size and can easily overtake most prey. However,
mountains, they have been known to make their homes despite their agility, hill giants are very clumsy fighters as
wherever they see fit, especially if they are able to assert their their primary tactics lie in recklessly throwing their weight at
dominance over smaller inhabitants. By their nature, they their opponent. Despite their lack of skill, they can still be
tend to scavenge their domains to fashion makeshift quite dangerous due to their enormous size and bulk.
weapons, clothing, and homesteads out of trees, boulders, or
hide. Battlefield Snackers
Hill giant society has a simple hierarchy, as the largest of Their favorite tactic is to crush their prey under their weight,
their kind is deemed the leader, as most hill giants equate either by stepping or sitting on their prey. Once immobilized,
size with strength. This also makes them susceptible to they will resort to tearing their victim limb for limb. Once
servitude to larger creatures, such as other giants or dragons. their prey has been killed, hill giants have been known to
ignore all other threats in order to devour their victim
immediately, despite being in the heat of battle. Some experts
believe that this behavior is due to their ravenous hunger,
while others suggest it is a natural paranoia of having their
kill stolen by another hill giant.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hill Giant Titanic Strength The Hill Giant has advantage on
Strength ability checks and saving throws against
Huge Giant, varies
creatures at least one size smaller than it

Armor Class 13(Natural Armor) Actions


Hit Points 105 (10d12+40)
Multiattack. The Hill Giant can make two greatclub
Speed 40ft.
attacks.
Greatclub Melee Weapon Attack: +8 to hit, 10ft., one
STR DEX CON INT WIS CHA target. Hit 14 (2d8+5) bludgeoning damage. If the
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2) target is Large or smaller, this attack deals 18(2d12+5)
bludgeoning damage instead.
Saving Throws Str +8, Con +7 On a hit, the Large or smaller target must succeed a DC
Skills Perception +5 16 Strength saving throw or be knocked prone.
Damage Resistances Poison
Rock Ranged Weapon Attack: +8 to hit, 60/240ft., one
Senses passive Perception 15
target. Hit 38(6d10+5) bludgeoning damage. On a hit,
Languages Giant
the target must succeed a DC 16 Strength saving throw
Proficiency Bonus +3
or be knocked prone and restrained. Creatures
Challenge 6 (2300 xp)
restrained in this manner must use its action to break
free with a successful DC 16 Strength saving throw.
Endurance If the Hill Giant fails a Constitution saving
throw against an effect that deals damage, it takes half Bonus Actions
damage and none on a success
Squash Melee Weapon Attack: +8 to hit, 5ft., one prone
Poison Resistance The Hill Giant has advantage on target. Hit 14 (2d10+5) bludgeoning damage. If the
saving throws against being poisoned or diseased target is Large or smaller, it is considered restrained
until the Hill Giant moves or uses its Squash ability
Reckless The Hill Giant can grant itself advantage on
again.
attacks until the start of its next turn. However, attacks
against it have advantage for the duration. Reactions
Siege Monster The Hill Giant can deal double damage to Devour When a Large or smaller creature within 30ft. of
buildings and objects the Hill Giant is killed, the Hill Giant can use its
reaction to move up to half its movement to greedily
devour it. Upon using this feature, the Giant regains 20
hitpoints.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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