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Hill Giant

CREATURE 7

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.


Perception +13; low-light vision
Languages Common, Jotun
Skills Athletics +19, Intimidation +11
Str +6, Dex +0, Con +4, Int -2, Wis +2, Cha +0
Items Greatclub, Hide Armor, Sack for Holding Rocks, Rock (5)

AC 24; Fort +17, Ref +12, Will +13
HP 140
Catch Rock

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.

Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.


Speed 35 feet
Melee Greatclub +19 (backswing, reach 10, shove), Damage 1d10+14 bludgeoning
Melee Fist +19 (agile, reach 10, unarmed), Damage 1d6+4 bludgeoning
Ranged Rock +19 (brutal, range increment 120 feet), Damage 1d8+14 bludgeoning plus Rock
Throw Rock

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

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.

Pathfinder BestiaryOGL