3e SRD:Giant, Hill

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Hill Giant[edit]

Size/Type: Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative: -1 (Dex)
Speed: 30 ft. (hide armor); base 40 ft.
AC: 20 (-1 size, -1 Dex, +9 natural, +3 hide)
Attacks: Huge greatclub +16/+11 melee; or rock +8/+3 ranged
Damage: Huge greatclub 2d6+10; or rock 2d6+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +9, Jump +9, Spot +4
Feats: Cleave, Power Attack, Weapon Focus (greatclub)
Climate/Terrain: Any hill, mountains, and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.


Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

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