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Hill Giant A5E

CR 6 giant

Huge giant, chaotic evil


Armor Class
13
Hit Points
105 (10d12+40)
Speed
40 ft.

STR20 (+5)
DEX8 (-1)
CON18 (+4)
INT6 (-2)
WIS10 (+0)
CHA6 (-2)

Saving Throws
Strength +8, Constitution +7
Skills
Senses
passive Perception 10
Languages
Giant
Challenge
6 (2,300 XP) · Proficiency Bonus +3

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).

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.

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details