Huge Undead, Chaotic Evil
Armor Class 10 (natural armor)
Hit Points 146 (10d12 + 40)
Speed 35 ft.
STR
23 (+6)
DEX
6 (-2)
CON
21 (+5)
INT
2 (-4)
WIS
5 (-3)
CHA
2 (-4)
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Passive Perception 8
Languages Only languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces the zombie Hill giant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

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 are raised by strong necrotic magic to serve as siege engines for powerful necromancers 

Habitat: Hill

Josefwho02

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