Monsters

HILL GIANT

hill.jpg
hill.jpg

HILL GIANT

$10.00

Gigantic sentient fey humanoid (10d6)

Dull-witted giant hill-dwellers.    

STR 40 (8d6)  AGI 4 (2d6)  END 40 (8d6)
INT 3 (2d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 27 (6d6)

HEALTH 160       
MELEE DEFENSE 16; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 13 (hide armor); VULN -
STATUS IMMUNITIES -

INITIATIVE 2d6
PERCEPTION 2d6 (scent 5d6)    
SPEED 14; CLIMB 7; JUMP 8'/40'
CARRY 3,600lb (max lift 10,000lb)    

ACTIONS 4 (2 in its turn; 1 every 5 INIT points later)   
NATURAL DAMAGE 4d6+8  
REACH 15'                                                            

Brawling 8d6 (4d6+8 bludgeoning damage)    
Giant club 10d6 (3d6 blunt damage)    
Thrown rock 4d6 (3d6 blunt damage; range 20)        

Skills clubs 4 (2d6), rocks 4 (2d6),  scent 6 (3d6), hardy 10 (4d6),  carrying 10 (4d6),  brawling 1 (1d6)

Gear giant club, hide armor        

Opportunist stomp (0). Hill giants can stomp on an adjacent prone opponent as a free action. This is an unarmed attack and uses the giant's natural damage value (4d6+8).

Knockdown (m). The target is knocked prone for a cost of 2d6. Hill giants cannot Knockdown targets of Titanic size.

Grab. With an 8d6 melee atatck, the target gains the Restrained condition, requiring an unarmed attack or an attack with a small-sized weapon to escape. At the start of its turn, a grabbed creature suffers 4d6+8 crushing damage.

Mighty fling (2). A hill giant can use two of its actions to make a melee attack, performing a mighty fling, picking up an adjacent foe and throwing it 3d6 squares in a random direction. The vicitm lands prone, and suffers 4d6+8 blunt. If a barrier prevents the victim from being thrown the full distance rolled, the victim slams into the barrier.

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