Multiattack. The giant makes two greatsword attacks.
+1 Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 7) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Squash. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 27 (6d6 + 6) bludgeoning damage, the giant lands prone in the target’s space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.
The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn.
1. "GO AWAY!" - the giant backhands a creature within 10' who must make a Dexterity saving throw or be knocked 20' away and take 27 (3d12+6) damage.
2. "I'm bigger than you!" - the giant bellows at a creature within 30' who must make a Charisma saving throw DC 14 or become frightened for 2 rounds.
3. "I'm better than you!" - the giant pulls out some food/drink and consumes the item. Doing so heals the giant for 17 (3d8+2) hp.
Description
Hill giants are selfish, dimwitted brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.
Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk.
Has 3 Ioun Stone Of Protections with him.
Lair and Lair Actions
In the middle of the battle field, this giant holds his own.
On initiative count 20 one of the following actions occur:
1. A rock is thrown at a random enemy Rock. Ranged Weapon Attack: +9 to hit, Hit: 22 (3d10 + 6) bludgeoning damage.
2. A group of hill giants storm through the area, forcing every enemy withing 30' of the giant to make a Dexterity Saving throw DC 15. Failed save takes 27 (3d12+6) damage and are knocked 10' away from the giant and prone, half damage and only 5' away on a successful save.
3. A hill giant shaman runs past the Armored Hill Giant and casts Cure Wounds (lv 5 - 27 (5d8+4) on the Armored Hill Giant.
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