Free interactive D&D 5e SRD stat block

Hill Giant

Huge Giant, CR 5, AC 13, 105 HP. Chaotic Evil.

Huge Giant, Chaotic Evil

AC
13
Initiative
+2 (12)
HP
105 (10d12+40)
Speed
40 ft.
ScoreModSave
STR 21 +5 +5
DEX 8 -1 -1
CON 19 +4 +4
INT 5 -3 -3
WIS 9 -1 -1
CHA 6 -2 -2
Skills
Perception +2
Senses
Passive Perception 12
Languages
Giant
CR
5 (XP 1,800; PB +3)

Actions

Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination.

Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8+5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10+5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn.

How to run Hill Giant

A hill giant is the dumbest violent thing of its size that the party will ever fight, and that is the encounter. It does not flank, does not focus fire intelligently, does not consider terrain. It hits the closest moving thing with a tree, and if it cannot reach the closest moving thing it picks up a wagon wheel full of garbage and throws it. Run it as that, not as a tactical mind. The fight is interesting because the hill giant is interesting in shape, not in plan.

Open with Trash Lob if the party is more than 10 ft. away. +8 to hit, 60/240 ft. range, 16 bludgeoning, and the target is Poisoned until the end of its next turn. Two Trash Lobs in one Multiattack is a viable opener at 32 average damage plus two saves' worth of Poisoned, which slows the party's response. Once the party closes, switch to Tree Club: +8, reach 10 ft., 18 bludgeoning, and Large or smaller targets are knocked Prone. Multiattacking two Tree Clubs against the front-line fighter gives you 36 average and two prone checks. The fighter spending a turn standing back up is the whole point.

Hill giants do not retreat sensibly. AC 13 and 105 HP means the party will chip them down quickly with focus fire. The giant will keep hitting whatever just hit it back, which is action-economy gold for the players if they understand it. Reward smart players with an obviously suboptimal target switch (the giant sees the cleric heal and decides to throw a barrel at her instead), then go back to bashing the fighter. Use a single Hill Giant as a mid-tier brute alongside two or three goblins or worgs to compensate for its lack of brain.

Describe the smell before the silhouette. A hill giant reeks of rotted meat, old sweat, and the trash it carries to throw. The party should know it is upwind before they see it.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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