# Hill Giant Chief *Huge* *Giant* - **Armor Class:** 13 - **Hit Points:** 126 (12d12+48) - **Speed:** walk 40 ft. - **Challenge Rating:** 8 (3,900 XP) - **Source:** A5e Monstrous Menagerie, page 238 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 20 (+5) | 8 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 6 (-2) | - **Saving Throws**: Str +8, Con +7 - **Skills:** - **Senses:** passive Perception 10 - **Languages:** Giant ### Special Abilities - **Gullible:** The giant makes Insight checks with disadvantage. ### Actions - **Multiattack:** The giant attacks twice with its greatclub. - **Greatclub:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure. - **Rock:** Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target. - **Greatclub Sweep (1/Day, While Bloodied):** Each creature within 10 feet makes a DC 16 Dexterity saving throw. On a failure a creature takes 18 (3d8 + 5) bludgeoning damage is pushed 10 feet away from the giant and falls prone. ### Bonus Actions - **Grab:** One creature within 5 feet makes a DC 10 Dexterity saving throw. On a failure, it is grappled (escape DC 16). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target. - **Body Slam (1/Day):** The giant jumps up to 15 feet horizontally without provoking opportunity attacks and falls prone in a space containing one or more creatures. Each creature in its space when it lands makes a DC 15 Dexterity saving throw, taking 19 (3d8 + 6) bludgeoning damage and falling prone on a failure. On a success, the creature takes half damage and is pushed 5 feet to an unoccupied space of its choice. If that space is occupied, the creature falls prone. - **Muddy Ground (1/Day):** Areas of unworked earth within 60 feet magically become swampy mud for 1 minute or until the giant dies. These areas become difficult terrain. Prone creatures in the area when the mud appears or that fall prone in the area make a DC 15 Strength saving throw. On a failure, the creatures Speed drops to 0 as it becomes stuck in the mud. A creature can use its action to make a DC 15 Strength check, freeing itself on a success. - **Stomp (1/Day):** The giant stamps its foot, causing the ground to tremble. Each creature within 60 feet makes a DC 15 Dexterity saving throw. On a failure, it falls prone.