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Creature

Hill Giant

Huge to Colossal natural giant—summon and polymorph template

Hill Giants are natural giants of Cerberus. They live in groups, raid together, and settle most disputes through force. Even the smallest adult is Huge; the oldest become Colossal engines of muscle capable of breaking a defensive line with stones, shouts, and the impact of their own bodies.

Hill Giants have limited intelligence. They speak the same Giant language as Plains Giants, though their speech favors short sentences, threats, and concrete ideas. They possess no Psychic powers.

A Hill Giant becomes available with Summon or Polymorph Level 6.


Hill Giant (Polymorph & Summon Template)

Choose a known profile whose listed level is no higher than the level of Summon or Polymorph actually cast. Generate its body from the locked Spell DC; see Magical Creature Templates.

Combat Profile

Characteristic Level 6 Level 8 Level 10
Size Huge Colossal Colossal
STR multiplier ×1.25 ×1.75 ×2.50
DEX multiplier ×0.70 ×0.60 ×0.50
HP per STR 32 64 128
Attacks 7 9 11
Spell Actions 0 0 0
General Actions 5 6 7
Dedicated Dodges 1 1 1
Reach 15 ft 25 ft 40 ft
DR 16 32 64

The Hill Giant's Ground Speed follows the standard 30 ft + 2 ft per DEX formula. Its Attacks create the widest part of its Action Board. Its hands can seize, throw, grapple, carry, and operate simple objects of the proper size. It cannot use Spell Actions.

Physical Attacks

Attack Level 6 Level 8 Level 10
Fist 3d8 + STR 4d8 + STR 5d8 + STR
Club 3d10 + STR 4d10 + STR 5d10 + STR
Hurled Rock 3d6 + STR 4d6 + STR 5d6 + STR

Fist. The Hill Giant can replace the damage with a grapple attempt under the normal grapple rules.

Club. A tree trunk, stone pillar, or other properly sized object serves as a club. Normal cleave rules handle a blow that carries through several smaller creatures.

Hurl Rock. The Hill Giant throws a real boulder as a normal attack. Its maximum range is 300 ft at Level 6, 600 ft at Level 8, and 1,200 ft at Level 10. It needs a suitable rock within reach; this is not a casting of Hurl Rock.

Giant Abilities

Roar. Once per round, the Hill Giant can replace one attack with a roar. Every other creature within its Reach takes Fist damage as sonic damage. After taking the damage, each target makes a Fortitude Save against the locked Spell DC. Failure leaves it deafened for 1d3 rounds.

Earthshaking Leap. Once per round, the Hill Giant can replace one attack to leap up to its Ground Speed and crash down. Every other creature standing within its Reach of the landing point takes 60% of Fist damage and falls prone on a failed Reflex Save against the locked Spell DC. A creature not touching the same ground is unaffected.

Drink Water. The Hill Giant spends 2 General Actions beside a sufficiently large body of water to drink and hold one use of Water Spit. It can hold only one use at a time. The GM decides whether a pond, reservoir, or other source contains enough water for the giant's size.

Water Spit. The Hill Giant replaces all its Attacks for the tick to release the stored water. Resolve it as Aqua Surge at Level 5 for a Level 6 giant, Level 7 for a Level 8 giant, or Level 9 for a Level 10 giant. It uses the locked Spell DC, costs no spell slot, and empties the stored water.

Giant Mind

A Hill Giant understands group hunting, terrain, intimidation, simple tactics, and direct orders. It can speak and negotiate, but long abstractions and complicated contingencies are difficult for it. A caster using Polymorph retains their own mind.

Spells

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