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Hill Giant

Hill Giant

MapTool Token

NameHill Giant
Sorted NameHill Giant
FamilyGiant
Size and TypeLarge Humanoid (giant)
Hit Dice Count10
Hit Dice10d8+40 (85 hp)
Random Hit Points10d8+40 - 40
Initiative-1
Speed40 ft. (30 ft. in armor)
Armor Class21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)
Base Attack/Grapple+7/+CMB: +15CMD: 24
Attack

greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)

Full Attack

rock +6 (1d8+10)

Space/Reach10 ft./10 ft.
Special Attacksrock throwing (120 ft.)
Special Qualities

low-light vision;

SavesFort +11, Ref +2, Will +3
AbilitiesStr 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills

Climb +10, Intimidate +12, Perception +6

Feats

Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)

Environmenttemperate hills
Challenge Rating7
Organization

solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)

Treasurestandard (hide armor, greatclub, other treasure)
AlignmentCE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Giant, Hill

This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.



Hill Giant

CR 7

XP 3,200
CE Large humanoid (giant)
Init -1; Senses low-light vision; Perception +6

DEFENSE

AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)
hp 85 (10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities rock catching

OFFENSE

Spd 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or
2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)

STATISTICS

Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Climb +10, Intimidate +12, Perception +6
Languages Giant

ECOLOGY

Environment temperate hills
Organization solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)
Treasure standard (hide armor, greatclub, other treasure)


Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old, but almost never do.

Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. 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.

Hill giants are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they'll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don't automatically know they'll win. Hill giants are known for shoving one another at terrifying foes and won't hesitate to sacrifice a clanmate to save their own skins. Roving bands of hill giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate.

Solitary, non-evil hill giants are very rare but can sometimes be found in other humanoid societies, though they are almost never accepted in central cities or population centers. They do best as laborers and soldiers in outlying frontier towns, and often serve as rudimentary diplomats to negotiate with marauding hill giant bands. Unfortunately, hill giants who shed their racial lifestyle for civilization are mocked and often killed on sight by their nomadic brethren. Still, these "civilized" hill giants can find their place within society and many have managed to live peaceful, uneventful lives.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7), or rock +6 (1d8+10)

feats: CLEAVE, INTIMIDATING PROWESS, MARTIAL WEAPON PROFICIENCY (GREATCLUB), POWER ATTACK, WEAPON FOCUS (GREATCLUB), ,


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