Tiger Lord Hill Giant (TL2)

Level 12
Creature· chaoticUniqueLargeLegacy
AC
33
HP
250
Speed
35 ft.
Perception
+20
Fort
+24
Ref
+19
Will
+22
Languages common, jotun
Senses low-light-vision
Skills athletics +25, intimidation +20
Recall Knowledge DC 40 (society)

Attacks

Melee Greatclub +27 (backswing, reach 10 ft., shove), Damage 3d10+13 bludgeoning
Melee Fist +26 (agile, reach 10 ft., unarmed), Damage 3d6+13 bludgeoning
Melee Rock +23 (brutal), Damage 2d8+13 bludgeoning

Abilities

Catch Rock
Knockback

Requirements 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 Rock
Wide Swing

The 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.