Hill Giant Chief
Huge Giant
- Armor Class: 13
- Hit Points: 126 (12d12+48)
- Speed: walk 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie, page 238
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
8 (-1) |
18 (+4) |
6 (-2) |
10 (+0) |
6 (-2) |
- Saving Throws: Str +8, Con +7
- Skills:
- Senses: passive Perception 10
- Languages: Giant
Special Abilities
- Gullible: The giant makes Insight checks with disadvantage.
Actions
- Multiattack: The giant attacks twice with its greatclub.
- Greatclub: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure.
- Rock: Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
- Greatclub Sweep (1/Day, While Bloodied): Each creature within 10 feet makes a DC 16 Dexterity saving throw. On a failure a creature takes 18 (3d8 + 5) bludgeoning damage is pushed 10 feet away from the giant and falls prone.
Bonus Actions
- Grab: One creature within 5 feet makes a DC 10 Dexterity saving throw. On a failure, it is grappled (escape DC 16). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target.
- Body Slam (1/Day): The giant jumps up to 15 feet horizontally without provoking opportunity attacks and falls prone in a space containing one or more creatures. Each creature in its space when it lands makes a DC 15 Dexterity saving throw, taking 19 (3d8 + 6) bludgeoning damage and falling prone on a failure. On a success, the creature takes half damage and is pushed 5 feet to an unoccupied space of its choice. If that space is occupied, the creature falls prone.
- Muddy Ground (1/Day): Areas of unworked earth within 60 feet magically become swampy mud for 1 minute or until the giant dies. These areas become difficult terrain. Prone creatures in the area when the mud appears or that fall prone in the area make a DC 15 Strength saving throw. On a failure, the creatures Speed drops to 0 as it becomes stuck in the mud. A creature can use its action to make a DC 15 Strength check, freeing itself on a success.
- Stomp (1/Day): The giant stamps its foot, causing the ground to tremble. Each creature within 60 feet makes a DC 15 Dexterity saving throw. On a failure, it falls prone.
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