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Hill Giant 5e Guide

Huge Giant, Chaotic Evil

At a Glance

CR
5
Type
Giant
Size
Huge
Alignment
Chaotic Evil
AC
13 (natural armor)
HP
105 (10d12 + 40)
Speed40 ft.

Ability Scores

str
21
+5
dex
8
-1
con
19
+4
int
5
-3
wis
9
-1
cha
6
-2

Key Abilities

AbilityDescription
MultiattackThe giant makes two greatclub attacks.
GreatclubMelee weapon attack, +8 to hit, reach 10 ft., 3d8+5 bludgeoning damage.
RockRanged weapon attack, +8 to hit, range 60/240 ft., 3d10+5 bludgeoning damage.

How to Run This Monster

Hill giants are dim-witted brutes who solve every problem with violence. They throw rocks at distant targets and wade into melee to club anything within reach. They fight for food above all else and will stop fighting to eat fallen enemies. In groups, they simply attack the nearest target.

Encounter Ideas

Hill giants work best as raid encounters — they attack farms, villages, and caravans for food. Their low intelligence means they can be tricked, led into traps, or distracted with food. They throw rocks and livestock. A hill giant demanding tribute from a village is a classic quest hook.

Loot
Hill giants carry a sack of random items: 2d20 gp in coins, livestock, furniture, and mundane objects they thought were interesting. Their lairs contain larger hoards of stolen goods (200-500 gp value) mixed with trash.

Common Mistakes

Common Mistake
Forgetting the rock attack — 3d10+5 at range is devastating
Common Mistake
Making hill giants too smart — they're the dumbest giants (INT 5)
Common Mistake
Not using their size for environmental destruction

DM Tips

DM Tip
Hill giants are motivated almost entirely by hunger
DM Tip
Use them as a low-level 'big threat' that the party must outsmart rather than outfight
DM Tip
The ordning (giant social hierarchy) means hill giants are bullied by all other giants

Frequently Asked Questions

Sources & Further Reading