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Hill Giant

Huge · Giant · CR 6 · Chaotic Evil

Armor Class
13
Hit Points and Hit Dice
105 (10d12+40)
Challenge Rating CR
6

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 2300
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

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.

About Hill Giant

Hill Giant is a huge giant with a Challenge Rating of 6. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 105 hit points (derived from 10d12+40).

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

GM Tips: Using Hill Giant

2 tips available

When using Hill Giant 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

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 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 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?
Hill Giant has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Hill Giant?
Hill Giant is a Huge Giant, which affects how certain spells and abilities interact with it.
What languages does Hill Giant speak?
Hill Giant can communicate in Giant.

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