Hill Giant
Huge giant- Challenge
- STR
- 5
- DEX
- −1
- CON
- 4
- INT
- −3
- WIS
- −1
- CHA
- −2
- Soak
- 1
- Fort
- +5
- Ref
- +3
- Will
- −1
Maneuvers. The hill giant uses maneuvers (maneuver save Difficulty 16). It has 9 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: debilitating crush, disorient, hammer spin, hammer through, hammering blow, knockback, spring attack
2 stamina dice: tremoring strike
Actions (2)
Greatclub. Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 18 (3d8 + 5) bludgeoning damage.
Club. Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 12 (3d4 + 5) bludgeoning damage.
Rock (1/turn). Melee or Ranged Weapon Attack: +7 to hit (with disadvantage if the target is within 1 meter), reach 1 m. or range 10/100 m. Hit: 27 (4d10 + 5) bludgeoning damage.
Maneuvers
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Treat the target’s soak as being 2 less than normal.
Enhance
You can increase the damage and ignore an additional Soak for each additional stamina die expended.
Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.
On a failure, a creature is knocked prone.
Enhance
You can add the stamina die as bludgeoning damage if the creature fails the saving throw for each additional stamina die expended.
You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.