An intimidating hill giant with more experience in fighting groups of enemies, especially enemies that fight from mid-range.
See the theory behind my BBS designs at Designing the Mechanics of the Big Bad and Big Bad Solo Monster Inserts.
BBS Hill Giant
Huge giant, chaotic evil
Armor Class 13 (natural armor)
Hit Points 35/35/35 (10d12+40)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) |
Skills Perception +2
Senses passive Perception 12
Languages Giant
Challenge 7 (2,900 XP)
Paragon Fortitude. The giant has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
3rd pool: Reckless Attack. When reduced to its last hit point pool, the giant makes all weapon attacks with advantage, and all attacks against the giant have advantage.
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.
Stampeding Charge. Once per short rest, as an action, this creature moves up to its speed on the ground in a straight line. Creatures in the way of this line must make a DC13 Dexterity saving throw, taking 3d10 bludgeoning damage on a failed save, or half on a success. Either way, affected creatures are pushed outside of its path. Alternatively, a creature can make a DC15 Strength saving throw, taking half damage and granting advantage on the next saving throw against this charge on a success.
Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, stampeding charge recharges and can be used immediately as a reaction.
BONUS ACTIONS
Shake the Ground. Once per short rest as a bonus action this creature can cause creatures on the ground within 10 ft. of it to be pushed 5 ft. and make a DC13 Strength saving throw, falling prone on a failed save. Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, shake the ground recharges.
LEGENDARY REACTIONS
Grab and Toss. Whenever a creature misses an attack against this creature, it can as a legendary reaction make a grapple attempt against a creature smaller than this creature within its melee reach if it has an open hand. If the grapple attempt succeeds, it can throw the grappled creature to a space within 50 ft. The thrown creature can make a DC13 Dexterity (Acrobatics) check to land on their feet safely, taking 2d6 bludgeoning damage on a failed save.
If another creature is in that space, then the creature in that space must make a DC13 Dexterity saving throw to dodge, taking 2d6 bludgeoning damage and falling prone on a failed save. Alternatively, the creature in that space can if they have a free hand make a DC15 Strength saving throw to catch the thrown creature, taking no damage and keeping the thrown creature upright on a success, and taking 1d6 damage and falling prone on a fail.
Loogie Shot. Whenever this creature succeeds on a saving throw, it can as a legendary reaction spit sticky saliva at a creature within 60 ft. of it. The target creature makes a DC10 Dexterity saving throw, reducing its speed to 0 on a failed save so long as the saliva remains. A creature can as an action break itself or an adjacent creature free from the saliva with a DC14 Strength check. A glob of saliva has 5 AC, 5 hit points, is immune to bludgeoning, piercing, and slashing damage, and is resistant or immune to damage types this creature is resistant or immune to.
