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<title>Hill Giant Chief</title>
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<h1>Hill Giant Chief</h1>
<p><em>Huge</em> <em>Giant</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 126 (12d12+48)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 238</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>8 (-1)</td>
<td>18 (+4)</td>
<td>6 (-2)</td>
<td>10 (+0)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +8, Con +7</li>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> passive Perception 10</li>
<li><strong>Languages:</strong> Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Gullible:</strong> The giant makes Insight checks with disadvantage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The giant attacks twice with its greatclub.</li>
<li><strong>Greatclub:</strong> 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.</li>
<li><strong>Rock:</strong> 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.</li>
<li><strong>Greatclub Sweep (1/Day, While Bloodied):</strong> 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.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Grab:</strong> 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.</li>
<li><strong>Body Slam (1/Day):</strong> 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.</li>
<li><strong>Muddy Ground (1/Day):</strong> 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.</li>
<li><strong>Stomp (1/Day):</strong> 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.</li>
</ul>
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