Page 130 - Monster Manual Expanded III Dragonix
P. 130
Hill Giant Gladiator Hill Giant Siege Hulk
Huge giant, chaotic evil Huge giant, chaotic evil
Armor Class 16 (natural armor, shield) Armor Class 14 (ring mail)
Hit Points 172 (15d12 + 75) Hit Points 138 (12d12 + 60)
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 6 (-2) 10 (+0) 7 (-2) 22 (+6) 8 (-1) 20 (+5) 5 (-3) 9 (-1) 6 (-2)
Saving Throws Str +9, Con +8 Skills Perception +2
Skills Perception +3 Senses passive Perception 12
Senses passive Perception 13 Languages Giant
Languages Giant Challenge 7 (2,900 XP) Proficiency Bonus +3
Challenge 8 (3,900 XP) Proficiency Bonus +3
Battering Ram. If the giant moves at least 20 feet straight toward
Brave. The giant has advantage on saving throws against being a target and then hits it with a Bash attack on the same turn, the
frightened. target takes an extra 11 (2d10) damage. If the target is a creature, it
Actions must make a DC 17 Strength saving throw or be knocked prone. If
the target fails its saving throw by 5 or more, it is also stunned until
Multiattack. The giant makes three melee attacks. the end of its next turn.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or Siege Monster. The giant deals double damage to objects and
range 40/120 ft., one target. Hit: 16 (3d6 + 6) piercing damage, or 19 structures.
(3d8 + 6) piercing damage if used with two hands to make a melee
Twin Howdahs. The giant carries two compact forts on its back. Up
attack.
to four Small or two Medium sized creatures can ride in each fort
Shortsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one without squeezing. To make a melee attack against a target within 5
target. Hit: 16 (3d6 + 6) piercing damage. feet of the giant, they must use spears or weapons with reach, and
the target must be Large or bigger. Creatures in the fort have three-
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one
quarters cover against attacks and effects from outside it. If the
creature. Hit: 13 (3d4 + 6) bludgeoning damage. If the target is a
giant dies, a creature in the fort must succeed on a DC 17 Dexterity
Huge or smaller creature, it must succeed on a DC 17 Strength
saving throw or take 7 (2d6) bludgeoning damage and is knocked
saving throw or be knocked prone. If the saving throw fails by 5 or
prone. On a successful save, a creature takes half as much damage
more, the target is also stunned until the end of its next turn.
and isn't knocked prone. Regardless of its saving throw, a creature
Weighted Net. The giant throws a weighted net at a point up to 60 is placed in an unoccupied space within 5 feet of the giant.
feet away. Each creature within 5 feet of that point must succeed on Actions
a DC 17 Dexterity saving throw or be restrained. A creature can use
its action to make a DC 17 Strength check to free itself or another Multiattack. The giant makes two Bash attacks.
creature in the net, ending the effect on a success. Dealing 10
Bash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
slashing damage to the net (AC 12) frees the target without harming
22 (3d10 + 6) bludgeoning damage, and the giant can push the
it and destroys the net.
target up to 10 feet away if the target is Huge or smaller.
Reactions Block the Path. Until the start of the giant’s next turn, attack rolls
Parry. The giant adds 3 to its AC against one melee attack that against the giant have disadvantage, it has advantage on the attack
would hit it. To do so, the giant must see the attacker and be roll it makes for an opportunity attack, and that attack deals an extra
wielding a melee weapon. 22 (4d10) bludgeoning damage on a hit. Also, each enemy that tries
to move out of the giant’s reach without teleporting must succeed on
a DC 17 Strength saving throw or have its speed reduced to 0 until
the start of the giant’s next turn.

