Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Catch Rock
Ability
Knockback
Circumstance: The hill giant's last action was a successful melee Strike;
The hill giant's swing drives their enemy back. They push the foe back 5 feet, with the effects of a successful Shove. The hill giant can follow the foe as normal on a successful Shove.
Ability
Throw Rock
Ability
Wide Swing
The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant's multiple attack penalty.
Offense
Melee
Circumstance: combat round (melee)
greatclub +27 [+22/+17] (backswing, reach 10 feet, shove), Damage 3d10+13 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
rock +23 [+18/+13] (brutal, range increment 120 feet), Damage 2d8+13 bludgeoning
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
+1 striking greatclub
hide armor
sack with 5 rocks
Language
Common
Jotun
Perception
low-light vision