Giant, Hill
Large Giant — CR 7
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
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.