🎲 Random Monster Generator

Roll the dice on 517 community-forged D&D 5e monsters — every one a complete stat block with abilities, lore, and artwork. Not what you needed? Roll again, or describe exactly what you want and let the forge build it.

Hill Giant Chief

Large Giant, Chaotic Evil


Armor Class 16 (natural armor)

Hit Points 110 (13d10+39)

Speed 40 ft.

STR 22 (+6)
DEX 10 (+0)
CON 17 (+3)
INT 9 (-1)
WIS 12 (+1)
CHA 14 (+2)

Saving Throws Str +9, Con +6

Skills Perception +4, Intimidation +6

Senses darkvision 60 ft., passive Perception 14

Languages Giant

Challenge 5 (1,800 XP) Proficiency Bonus +3


Legendary Resistance (3/Day). If the giant chief fails a saving throw, it can choose to succeed instead.
Leadership. Allies within 30 feet of the giant chief gain advantage on saving throws against being frightened.

Actions

Multiattack. The giant chief makes two Rock attacks and one Greatclub attack.
Greatclub. Melee weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) bludgeoning damage. The giant chief swings its massive greatclub with tremendous force.
Rock. Ranged weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10+6) bludgeoning damage. The giant chief throws a boulder at a distant target.

Legendary Actions

The giant chief can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The giant chief regains spent legendary actions at the start of its turn.

Command Ally. The giant chief directs a nearby giant or ally to make one attack.
Intimidating Roar (Costs 2 Actions). Each enemy within 30 feet must succeed on a DC 15 Wisdom saving throw or become frightened until the end of their next turn.

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