Hill Giant
Huge Giant, chaotic evil
1,800 XP
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
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.