Hill GiantCR 7

Often CE Large Giant

Init −1; Senses low-light vision; Listen +3, Spot +6

Languages Giant

AC 20, touch 8, flat-footed 20
(−1 size, −1 Dex, +9 natural, +3 hide armor)

hp 102 (12 HD)

Fort +12, Ref +3, Will +4

Speed 30 ft.,

Melee Greatclub +16/+11 (2d8+10); or

Melee 2 slams +15 (1d4+7)

Ranged Rock +8 (2d6+7)

Space 10 ft.; Reach 10 ft.

Base Atk +9; Grp +20

Atk Options Cleave, Improved Bull Rush, Power Attack, Improved Sunder

Special Actions rock catching

Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7

Feats Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)

Skills Climb +7, Jump +7, Listen +3, Spot +6

Advancement By character class

Level adjustment +4

Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 120 feet for a hill giant's thrown rocks and they weigh between 40 and 50 pounds (Small objects).