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Hill Giant Chief

Huge · Giant · CR 8 · Chaotic Evil

Armor Class
13
Hit Points and Hit Dice
126 (12d12+48)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Huge
Type Giant
Alignment Chaotic Evil
XP 3900
Initiative Bonus -1

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Passive Perception 10

Saving Throws

Strength +8 Constitution +7

Languages

Giant

Traits

Gullible

The giant makes Insight checks with disadvantage.

Actions

Greatclub

+8 to hit, reach 10 ft (3 m). Hit: 3d8+5 bludgeoning damage.

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.

Greatclub Sweep

1/day

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.

Multiattack

The giant attacks twice with its greatclub.

Rock

+8 to hit, range 60/240 ft (18.3/73.2 m). Hit: 6d6+5 bludgeoning damage.

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.

Bonus Actions

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.

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.

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.

About Hill Giant Chief

Hill Giant Chief is a huge giant with a Challenge Rating of 8. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 126 hit points (derived from 12d12+48).

Hill Giant Chief has communication capabilities including Giant. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Hill Giant Chief

2 tips available

When using Hill Giant Chief in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Hill Giant Chief

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 8.

Solo Encounter:

A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 7,200 XP
  • Hard: 10,800 XP
  • Deadly: 14,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Hill Giant Chief?
Hill Giant Chief has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Hill Giant Chief?
Hill Giant Chief is a Huge Giant, which affects how certain spells and abilities interact with it.
What languages does Hill Giant Chief speak?
Hill Giant Chief can communicate in Giant.

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