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Hill Giant

Adversaries Designed by Alan Valles

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

Tier
2
Type
Bruiser
Difficulty
14
HP
7
Stress
5
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
24
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Club
Range: Melee
Damage: 2d8+6
Attack Mod: 0
Damage Type: Physical

Features

Passives

  • Ramp Up
    fear 1

    You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.

Actions

  • Hurl Debris
    stress 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

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Stomp
    stress 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

Hunger and territorial instinct Intimidation through destruction Focus on the strongest Terrain as a weapon

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.

Discussion

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