Hill Giant
Adversary overview
A towering brute of knotted muscle and filthy hides. They turn the battlefield into rubble, force enemies to react, and punish anyone who stays too close for too long
A towering brute of knotted muscle and filthy hides, the Hill Giant smells of earth, sweat, and rot.
Its movements are slow but inevitable, every step shaking the ground. It doesn’t fight with skill—only with overwhelming force, tearing the world apart and hurling it at its enemies.
Stat block
Standard attack
Features
Passives
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Ramp Upfear 1
You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Actions
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Hurl Debrisstress 2
Mark a Stress, then the Hill Giant rips free a rock, crate, or piece of terrain and hurls it at a target within Far range.
The target must make an Agility Reaction Roll (15) or take 2d12 + 3 physical damage and become Restrained and Temporarily Vulnerable beneath the debris.
A Restrained creature may attempt to escape by succeeding on a Strength Action Roll (15).
Reactions
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Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
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Stompstress 1
When a creature ends its turn within Melee range to the Hill Giant, mark a Stress, then the giant unleashes a crushing stomp.
The creature becomes Restrained beneath its weight.
Motives & tactics
Experiences
- Breaker of Stone +1
- Blood-Frenzied +2
Hill Giant
Tier 2 bruiser
A towering brute of knotted muscle and filthy hides. They turn the battlefield into rubble, force enemies to react, and punish anyone who stays too close for too long
Motives & Tactics: Hunger and territorial instinct, Intimidation through destruction, Focus on the strongest, Terrain as a weapon
Difficulty: 14 | Thresholds: 14 / 24 | HP: 7 | Stress: 5
ATK: 0 | Club: Melee | 2d8+6 Physical
Experience: Breaker of Stone +1, Blood-Frenzied +2
HP:
Stress:
Features
Ramp Up – Passive: You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Hurl Debris – Action: Mark a Stress, then the Hill Giant rips free a rock, crate, or piece of terrain and hurls it at a target within Far range. The target must make an Agility Reaction Roll (15) or take 2d12 + 3 physical damage and become Restrained and Temporarily Vulnerable beneath the debris. A Restrained creature may attempt to escape by succeeding on a Strength Action Roll (15).
Stomp – Reaction: When a creature ends its turn within Melee range to the Hill Giant, mark a Stress, then the giant unleashes a crushing stomp. The creature becomes Restrained beneath its weight.
Hill Giant
A towering brute of knotted muscle and filthy hides, the Hill Giant smells of earth, sweat, and rot.
Its movements are slow but inevitable, every step shaking the ground. It doesn’t fight with skill—only with overwhelming force, tearing the world apart and hurling it at its enemies.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Hill Giant Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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