Encounters: Storm Horns and Thunder Peaks - Cave, Upper Levels
Giant, Hill (CR 7)
Alignment: Often Chaotic Evil
Initiative: -1 (Dex); Senses: low-light vision and Spot +6
AC: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Hit Dice: 12d8+48 (102 hp)
Fort +12, Ref +3, Will +4
Speed: 40 ft. (30 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +9; Grapple +20
Attack: Greatclub +16 melee; or slam +15 melee, or rock +8 ranged
Full Attack: Greatclub +16+11 melee; or 2 slams +15 melee, or rock +8 ranged
Damage: Huge greatclub 2d6+10; slam 1d4+7, rock 2d6+7
Special Attacks: Rock throwing
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Special Qualities: Rock catching
Feats: Cleave; Improved Bull Rush; Improved Sunder; Power Attack; Weapon Focus (greatclub)
Skills: Climb +7, Jump +7, and Spot +6
Advancement: By character class
Climate/Terrain: Temperate hills
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
Source: Monster Manual
Rock Throwing (Ex): Adult giants are accomplished throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).
Rock Catching (Ex): A giant of at least Large size cart catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for at Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.
Hill giants prefer to fight from high, rocky outcroppings where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Their thrown rocks have a range increment of 120 feet.
Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.