Hill Giant Chief
- Size
- Huge
- Type
- Giant
- Challenge Rating
- 8
- Source
- Level Up Advanced 5e Monstrous Menagerie
- Armor Class
- 13
- Speeds
- 40
- Walking Speed
- 40
- Strength Score
- 20
- Dexterity Score
- 8
- Constitution Score
- 18
- Intelligence Score
- 6
- Wisdom Score
- 10
- Charisma Score
- 6
- Saving Throws
- Strength, Constitution
- Languages Ref
- Giant
- Hit Points
- 126
- Languages
- Giant
Huge giant
Armor Class 13
Hit Points 126 (12d12+48)
Speed 40 ft.
- STR
- 20 (+5)
- DEX
- 8 (−1)
- CON
- 18 (+4)
- INT
- 6 (−2)
- WIS
- 10 (+0)
- CHA
- 6 (−2)
Saving Throws Str +8, Con +7
Senses passive Perception 10
Languages Giant
Challenge 8 (3,900 XP)
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.
Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.