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Hill GiantCreature 7


CELargeEarthGiantHumanoid
Source Pathfinder Bestiary
Perception +13 (low-light vision)
Languages Common, Jotun
Skills Athletics +19, Intimidation +11
Str +6, Dex +0, Con +4, Int -2, Wis +2, Cha +0

AC 24; Fort +17; Reflex +12; Will +13;
HP 140
Speed 35 feet

Greatclub One Action +19 (+14, +9) to hit (backswing, reach 10, shove) 1d10+14 Bludgeoning
Fist One Action +19 (+15, +11) to hit (agile, reach 10) 1d6+4 Bludgeoning
Rock One Action +19 (+14, +9) to hit (brutal, range increment 120) 1d8+14 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Wide Swing One Action

The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach.

This counts as two attacks for the hill giant's multiple attack penalty.


Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot.


Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.