Tiger Lord Hill Giant (TL2)Creature 12
Source Pathfinder Kingmaker
Perception +20 (low-light vision)
Languages Common, Jotun
Skills Athletics +25, Intimidation +20
Str +7, Dex +2, Con +5, Int -2, Wis +4, Cha +0
AC 33; Fort +24; Reflex +19; Will +22;
HP 250
Speed 35 feet
Greatclub +27 (+22, +17) to hit (backswing, reach 10, shove) 3d10+13 Bludgeoning
Fist +26 (+22, +18) to hit (agile, reach 10) 3d6+13 Bludgeoning
Rock +23 (+18, +13) to hit (brutal, range increment 120) 2d8+13 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 RockRequirements 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
KnockbackRequirements The hill giant's last action was a successful melee Strike
Effect The hill giant's swing drives their enemy back. They push the foe back 5 feet, with the effects of a successful Shove. The hill giant can follow the foe as normal on a successful Shove.
Throw RockThe monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Wide SwingThe 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
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
EarthEffects 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.