Size:
Large
Type:
Giant
Form:
biped
Temper:
brutish
# App:
1d10
Lair:
cave
Diet:
omnivore, prefers meat
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
brute
Ground:
120
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI)
Actions/Abilities/Traits: (BECMI)
Action
1 weapon
2-16

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Greatclub
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Action
Multiattack
The giant makes two greatclub attacks.
Action
Rock
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
weapon
1 * weapon (2d8)
Special
Weapons
Wield giant clubs and spears.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Rock Catching|Rock Throwing
You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.
Special
|Rock Catching|Rock Throwing
You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size.
Special
|Rock Catching|Rock Throwing
A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.

Actions/Abilities/Traits:
(Pathfinder 2e) (Hill Giant)
Actions/Abilities/Traits: (Pathfinder 2e) (Hill Giant)
Ability
Catch Rock
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 +19 [+14/+9] (backswing, reach 10 feet, shove), Damage 1d10+14 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
rock +19 [+14/+9] (brutal, range increment 120 feet), Damage 1d8+14 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
greatclub
hide armor
sack with 5 rocks
Language
Common
Jotun
Perception
low-light vision

Actions/Abilities/Traits:
(Pathfinder 2e) (Hill Giant Butcher)
Actions/Abilities/Traits: (Pathfinder 2e) (Hill Giant Butcher)
Ability
Ability
hide armor, sack with 5 rocks
Ability
Catch Rock
Ability
Menace Prey
(concentrate) The hill giant butcher designates up to two creatures they can see and hear, or one they're Tracking, as their prey. The hill giant butcher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Intimidation checks to Demoralize the prey. This effect lasts until the hill giant butcher uses Menace Prey again.
Ability
Primal Innate Spells
DC 31; 7th entangle, longstrider; 6th barkskin
Ability
Sneak Attack
The hill giant butcher deals an extra 2d6 precision damage to flat-footed creatures.
Ability
Throw Rock
Ability
Twin Butchery
Circumstance: the hill giant butcher is wielding two melee weapons, each in a d
Frequency: once per round
The hill giant butcher uses both of its axes against a single target. It makes two Strikes against its menaced prey, one with each of the required weapons. If both hit the same menaced prey, combine their damage for the purpose of its resistances and weaknesses. In addition, if both Strikes hit, the menaced prey is flat-footed until the start of the hill giant butcher's next turn. Apply the hill giant butcher's multiple attack penalty normally.
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)
battle axe +30 [+25/+20] (sweep), Damage 2d8+16 slashing
Offense
Ranged
Circumstance: combat round (ranged)
rock +26 [+21/+16] (brutal, range increment 120 feet), Damage 3d4+16 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 resilient hide armor
+1 striking hatchet
+2 striking battle axe
sack with 5 rocks
Language
Common
Jotun
Perception
low-light vision
This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.
5e SRD