Hill Giant

Huge Giant

Armor Class 13

Hit Points 105 (10d12+40)

Speed walk +40

Challenge 6

STR
20
+5
DEX
8
-1
CON
18
+4
INT
6
-2
WIS
10
+0
CHA
6
-2

Saving Throws con +7, str +8

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.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open