Hill Giant Smasher


Hill Giant CR 7 Chaotic Evil Large Giant

Init -1
AC 17 FF 18 Touch 8 (-1 size, -1 Dex , +9 natural)
HD: 12
HP: 102 (12d8+48)
Fort +12 Ref +3 Will +4
Speed 40ft
Base Atk +9 Grp +20
Attack: Great Club +15 2d8+10
Attack: Slam +15 1d4+7
Attack: Rock +7 2d6+7
Full Attack: Great Club +15/+10 2d8+10
Full Attack: 2 Slams +15 1d4+7
Full Attack: Rock +7 2d6+7
Space 10 ft. (2 squares) Reach 5 ft. (1 squares)
Abilities Str 25(+7) Dex 8(-1) Con 19(+4) Int 6(-2) Wis 10(+0) Cha 7(-2)
Total Feats: 5
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack, 
Skill Points: 15
Skills: Spot +7

Rock Throwing(Ex): The range increment is 120ft for a hill giant’s thrown rocks

Rock Catching(Su): A giant of at least Large size can catch Small, Medium, or 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 a 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.

Low-light vision(Ex): Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Awesome Blow (Ex): As a standard action, the Hill Giant may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the Giant hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The Giant can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.


Hill Giant Smasher

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