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.
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