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Hill Giant

Huge Giant, chaotic evil

CR 5

1,800 XP

AC: 13 (natural armor)
HP: 105 (10d12+40)
Speed: walk 40 ft.
Skills: Perception +2
Senses: passive Perception 12
Languages: Giant
STR
21
+5
DEX
8
-1
CON
19
+4
INT
5
-3
WIS
9
-1
CHA
6
-2

Actions

Multiattack

The giant makes two greatclub attacks.

Greatclub

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock

Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Quick Reference

Challenge: CR 5
Type: Giant
Size: Huge
Alignment: chaotic evil
Best for party of 4 at level 7-8

Running This Encounter

Hill Giants are brutish and greedy, motivated by food, treasure, and territory. Use their limited intelligence to your advantage—they're easily distracted by shiny objects or loud noises, and won't employ complex tactics. Position the giant in terrain with large boulders or trees to knock down, and remember they can throw rocks at range (60 feet) before closing to melee. Let them act predictably aggressive rather than cunningly, but don't underestimate their raw power.

Combat Tactics

A Hill Giant charges directly at the nearest enemy and grapples or uses its greatclub with advantage on the attack. It will throw rocks at distant enemies before entering melee range. If bloodied, it focuses on whoever damaged it most, lacking the cunning to coordinate with allies or retreat strategically.

Environment & Setting

Rocky foothills, mountain passes, or rugged badlands strewn with boulders and sparse vegetation work best. Broken terrain provides cover and interesting objects for the giant to hurl.