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Pathfinder Second Edition

Compendium

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Hill Giant

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Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a Hill Giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A Hill Giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot.

Attributes

Hill Giant

Creature 7

CELargeEarth, Giant, Humanoid
  • Perception13; low-light vision
  • LanguagesCommon, Jotun
  • Skills athletics 19 intimidation 11
  • Str6Dex0Con4Int -2Wis2Cha0
  • Items greatclub hide armor sack with 5 rocks
  • AC 24 Fort17Ref12Will13
  • HP 140
  • Catch Rock TriggerThe monster is targeted with a thrown rock Strike or a rock would fall on the monster. Requirements: The monster must have a free hand but can Release anything it’s holding as part of this reaction. Effect: The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
  • Speed35 feet,
  • Melee greatclub 19 (backswing, reach 10 feet, shove) Damage1d10+14 bludgeoning fist 19 (agile, reach 10 feet) Damage1d6+4 bludgeoning
  • Ranged rock 19 (brutal, range increment 120 feet) (range 120)Damage1d8+14 bludgeoning
  • Throw Rock The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
  • Wide Swing The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant’s multiple attack penalty.