Hill Giant

Hill Giant

Description

Hill giants are selfish, cunning brutes who survive through hunting and raiding. Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.

Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.

A hill giant’s bag usually contains 2d4 throwing rocks, 1d4+4 mundane items, and the giant’s personal wealth. These possessions tend to be well worn, filthy, and stinky. The items are usually crude and often jury-rigged or salvaged from some similar item. Examples include a hand chopper made from a broken battleaxe head, a wooden bowl and spoon, or a drinking cup made from a big gourd or a skull.

Combat: Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.

Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.

Society: Although hill giants prefer temperate areas, they can be found in practically any climate where there is an abundance of hills and mountains. Individuals and bands tend to be aggressive and prefer taking what they want over trading. Tribes (and some bands) often trade with other giants or with groups of ogres or orcs to get foodstuffs, trinkets, and servants.

Racial Traits

Reckless brutes of incredible strength but little wit, hill giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence. Despite their rugged appearance and great size, their basically humanoid shape makes it easy for them to relate with more civilized folk.

Hill giant characters possess the following racial traits.

  • +14 Strength, –2 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
  • Large: As large creatures, hill giants suffer a –1 size penalty to Armor Class and attack rolls. They also suffer a –4 size penalty on Hide checks. However, they gain a +4 size bonus on grapple checks, can use larger weapons than humans can, and their lifting and carrying limits are twice those of Medium-size characters.
  • Space/Reach: 10 feet/10 feet.
  • A hill giant’s base land speed is 40 feet.
  • Low-light vision up to 60 feet.
  • +9 natural armor bonus.
  • Special Attacks: Rock Throwing (see below).
  • Special Qualities: Rock Catching (see below).
  • Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Racial Classes: A hill giant has 16 levels of their racial class. A hill giant character receives the maximum hit points for his first racial Hit Die, and rolls his other racial Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die.

Abilities

Str Dex Con Int Wis Cha
+14 -2 +8 –4 0 -4

Age

Starting Age Aging Effects
Adulthood Short Medium Long Middle Age Old Venerable Maximum
20 +2d6 +3d6 +4d6 75 112 150 +5d20

Height and Weight

Gender Base Height Height Mod Base Weight Weight Mod
Male 9' 5" 2d12 960 lb x2d10
Female 9' 3" 2d12 900 lb x2d10

Hill Giant Racial Class

Beginning Racial Traits

  • Starting Ability Score Adjustments: Str +2, Dex -2, Con +2, Int -4, Cha -4.
  • Medium Size: A 1st-level hill giant character has no special bonuses or penalties due to his size.
  • A hill giant's base land speed is 30 feet.
  • Low-light Vision out to 60 feet.
  • Natural Armour: A hill giant has a +1 natural armor bonus to Armor Class at 1st level.

Racial Class Skills: The hill giant's racial class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), and Spot (Wis).

Weapon And Armour Proficiency: Hill giants have Armour Proficiency (Light), Armour Proficiency (Medium), Shield Proficiency (Normal), Weapon Proficiency (Simple), and Weapon Proficiency (Martial)).

Slam (Ex): A hill giant can attack with a pair of slam attacks (damage 1d3 (Medium), 1d4 (Large); bludgeoning; crit x2).

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A hill giant of Large size (11th level or higher) can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. These cause 2d6 (+ strength bonus) damage, and have a range increment of 120 feet.

Rock Catching (Ex): A hill giant of Large size (11th level or higher) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Level Hit Dice Base Attack Fort Ref Will Skill Points Special
1 1d8 +0 +2 +0 +0 (2+int)x4
2 2d8 +1 +3 +0 +0 2 + int Str +1; Natural Armour +2
3 3d8 +2 +3 +1 +1 2 + int Str +1; Con +1
4 4d8 +3 +4 +1 +1 2 + int Str +1; Natural Armour +3
5 5d8 +3 +4 +1 +1 2 + int Con +1
6 6d8 +4 +5 +2 +2 2 + int Str +1; Natural Armour +4
7 7d8 +5 +5 +2 +2 2 + int Str +1; Con +1
8 8d8 +6/+1 +6 +2 +2 2 + int Str +1; Natural Armour +5
9 9d8 +6/+1 +6 +3 +3 2 + int
10 10d8 +7/+2 +7 +3 +3 2 + int Str +1; Natural Armour +6
11 11d8 +8/+3 +7 +3 +3 2 + int Str +1; Con +1; Large size (Atk -1, AC -1, reach 10 ft., Speed 40'); Rock Throwing; Rock Catching
12 12d8 +9/+4 +8 +4 +4 2 + int Str +1; Natural Armour +7
13 13d8 +9/+4 +8 +4 +4 2 + int Con +1
14 14d8 +10/+5 +9 +4 +4 2 + int Str +1; Natural Armour +8
15 15d8 +11/+6/+1 +9 +5 +5 2 + int Str +1; Con +1
16 16d8 +12/+7/+2 +10 +5 +5 2 + int Str +1; Natural Armour +9
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