Giant, Hill

Large Giant — CR 7

()Updated 3.5

Giant, Hill is a D&D 3.5 monster from —. CR 7, HD 12d8+48 (102 hp).

Hit Dice
12d8+48 (102 hp)
Initiative
-1
Speed
land 40 ft, 40 ft. (30 ft. in hide armor)
Base Attack / Grapple
+9/+20
Attack
Greatclub +16 melee; or slam +15 melee, or rock +8 ranged
Full Attack
Greatclub +16+11 melee; or 2 slams +15 melee, or rock +8 ranged
STR
25
DEX
8
CON
19
INT
6
WIS
10
CHA
7
Fort / Ref / Will
+12 / +3 / +4
Challenge Rating
7
Alignment
Often Chaotic Evil
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)
Treasure
Standard
Level Adjustment
+4

Special Abilities

Rock ThrowingRock Catching

Feats

Hill giants prefer to fight from high, rocky outcroppings where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Their thrown rocks have a range increment of 120 feet. 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.

Description

Hill giants prefer to fight from high, rocky outcroppings where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Their thrown rocks have a range increment of 120 feet. 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.