Hill Giants
Of all true giants, hill giants are the smallest and most numerous. Hill giants are rather unintelligent brutes that rely on brute strength, particularly against those much smaller than it. Using their physical superiority, they often bully smaller races into serving them out of fear of being devoured.
However, when they encounter creatures that are much larger or more powerful than they are, they quickly become servile minions for their new masters. Despite their limited intelligence, hill giants can prove to be quite useful minions thanks to their sheer size and strength.
Hill Giant Society
Although hill giants are typically known to reside in hills and mountains, they have been known to make their homes wherever they see fit, especially if they are able to assert their dominance over smaller inhabitants. By their nature, they tend to scavenge their domains to fashion makeshift weapons, clothing, and homesteads out of trees, boulders, or hide.
Hill giant society has a simple hierarchy, as the largest of their kind is deemed the leader, as most hill giants equate size with strength. This also makes them susceptible to servitude to larger creatures, such as other giants or dragons.
Hill Giant Tactics
Hill giants are driven by their insatiable appetite. In most circumstances, hill giants tend to travel in small packs of 4(1d6) roaming large berths of territory in search of anything they deem edible. Despite traveling in packs, hill giants rarely show any tactical coordination when on the hunt. In fact, hill giants tend to flock together, only to make it easy for them to spot their next meal. Once their target is identified, the hill giants erupt into a free-for-all as each giant tries to gobble as much food as it can.
Clumsy Fighter
Despite their bloated forms, hill giants are surprising agile for their size and can easily overtake most prey. However, despite their agility, hill giants are very clumsy fighters as their primary tactics lie in recklessly throwing their weight at their opponent. Despite their lack of skill, they can still be quite dangerous due to their enormous size and bulk.
Battlefield Snackers
Their favorite tactic is to crush their prey under their weight, either by stepping or sitting on their prey. Once immobilized, they will resort to tearing their victim limb for limb. Once 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.
Hill Giant
Huge Giant, varies
- Armor Class 13(Natural Armor)
- 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)
- Saving Throws Str +8, Con +7
- Skills Perception +5
- Damage Resistances Poison
- Senses passive Perception 15
- Languages Giant
- Proficiency Bonus +3
- Challenge 6 (2300 xp)
Endurance If the Hill Giant fails a Constitution saving throw against an effect that deals damage, it takes half damage and none on a success
Poison Resistance The Hill Giant has advantage on saving throws against being poisoned or diseased
Reckless The Hill Giant can grant itself advantage on attacks until the start of its next turn. However, attacks against it have advantage for the duration.
Siege Monster The Hill Giant can deal double damage to buildings and objects
Titanic Strength The Hill Giant has advantage on Strength ability checks and saving throws against creatures at least one size smaller than it
Actions
Multiattack. The Hill Giant can make two greatclub attacks.
Greatclub Melee Weapon Attack: +8 to hit, 10ft., one target. Hit 14 (2d8+5) bludgeoning damage. If the target is Large or smaller, this attack deals 18(2d12+5) bludgeoning damage instead.
On a hit, the Large or smaller target must succeed a DC 16 Strength saving throw or be knocked prone.
Rock Ranged Weapon Attack: +8 to hit, 60/240ft., one target. Hit 38(6d10+5) bludgeoning damage. On a hit, the target must succeed a DC 16 Strength saving throw or be knocked prone and restrained. Creatures restrained in this manner must use its action to break free with a successful DC 16 Strength saving throw.
Bonus Actions
Squash Melee Weapon Attack: +8 to hit, 5ft., one prone target. Hit 14 (2d10+5) bludgeoning damage. If the target is Large or smaller, it is considered restrained until the Hill Giant moves or uses its Squash ability again.
Reactions
Devour When a Large or smaller creature within 30ft. of 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.