Hill Giant


 

Hill Giant, CR 5

Huge giant, any chaotic
Armor Class 13
Hit Points 105 ( 10d12+40 )
Spell Points
Speed 40ft

STR

19
+5

DEX

8
-1

CON

18
+4

INT

4
-3

WIS

8
-1

CHA

6
-2

Proficiency Bonus 3
Skills Perception ( 1d20+2 )
Senses Passive Perception 12
Languages Common, Titan

Actions

Multiattack. The giant makes two greatclub attacks.   Greatclub. Melee Attack: 1d20+8 to hit, reach 10 ft., one target. Hit: 18 ( 3d8+5 ) Bludgeoning Damage.   Rock. Ranged Attack: 1d20+8 to hit, range 60/240 ft., one target. Hit: 21 ( 3d10+5 ) Bludgeoning Damage.

Legendary Actions

The giant can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The giant regains spent epic actions at the start of its turn.   Greatclub. The giant makes one greatclub attack.   Great Leap (Costs 2 Actions). The giant leaps up to 30 feet and makes a greatclub attack against one target within reach. This movement does not provoke opportunity attacks.   Haki Blast (Costs 3 Actions). The giant unleashes a blast of Haki power. Each creature within 60 feet of the giant must make a DC 11 Wisdom saving throw or fall Unconscious for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect with a successful save. This power does not affect Undead, other Haki users, Celestials, Fiends, Elementals, or creatures that cannot be Charmed.



 
 

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