Hill Giant Besieger (5e Creature)

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Hill Giant Besieger[edit]

Huge giant, any chaotic


Armor Class 18 (plate)
Hit Points 161 (14d12 + 70)
Speed 40 ft.


STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 20 (+5) 8 (-1) 12 (+1) 9 (-1)

Saving Throws Con +9, Wis +5, Cha +3
Skills Intimidation +3, Nature +3, Perception +5, Survival +5
Proficiency Bonus +4
Senses passive Perception 15
Languages Common, Giant
Challenge 11 (7,200 XP)


Besieger Feat. The giant has two of the following traits, determined using a d6 (reroll duplicates):
1. Courage. At the end of its turn, the giant breaks itself free from any effect that would cause charmed, frightened or paralyzed.
2. Siege Monster. The giant deals double damage to objects and structures.
3. Smasher. Once per turn when making an attack with its maul against a prone creature, the giant can choose to automatically get a 20 for attack roll.
4. Sniper. The range of the giant's rock becomes 150/600 feet.
5. Strider. The giant can move through difficult terrain without costing extra movement.
6. Rampage. When the giant reduces a creature to 0 hit points with a melee attack on its turn, the giant can take a bonus action to move up to half its speed and make a melee attack.

Immutable Form. The giant is immune to any spell or effect that would alter its form.

Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: druidcraft, guidance
1/day each: counterspell, stone shape, wall of stone

ACTIONS

Multiattack. The giant makes two melee attacks.

Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage. Each creature within 10 feet of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) thunder damage. On a successful save, a creature takes half as much damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Stomping Advance. The giant moves up to double its speed in a straight line towards an object it can see. At the end of the move, the giant may make one weapon attack against an object it can see. Each creature within 10 feet of the giant as it moves must make a DC 18 Strength saving throw. On a failed save, a creature takes 19 (3d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

BONUS ACTIONS

Wallbreaker. The giant makes one weapon attack against a creature an object it can see. It can't make this bonus action and its attack action against the same target if the target is Medium or smaller.


You see that castle in the distance, Hoggu? It is a challenge to the dominion your people have always had over these lands. Once we wrest it from the hands of my—er, our enemies, your kin shall once again be the rulers of the Ashen Hills.
—Gustav the Hammer, warlord of the Ashen Hills to Hoggu the hill giant

Giants tear apart the structures of the smaller folk with ease, which is readily apparent to any general or warlord and a hill giant's loyalty can be bought with food and interesting baubles, even if only until the giant forgets about the agreement. These two facts led to the deployment of the first hill giant besiegers. These brawny brutes accept their life of traveling around the world working asmercenaries. Unlike most giants in folktales who just grab the closest branch as weapons, besiegers are well trained shock troops and are covered from head to toe in sturdy plate and wield gigantic mauls with which to shatter any walls or unlucky defenders in their path. Besiegers also know that their innatial talent of rune magic is as powerful as their massive hands and ultilize this advantage more often than their cousins do. Besiegers have fought throughout the realms and beyond and many races of both good, neutral and evil alignments attempt to recruit such big and fearsome warriors into their armies, promising food, gold or whatever else the giants want in return for their services.
When unleashed upon the enemy, their tactics are more complex than many people expected, they will quickly pick out the potential leader of foes and the squishy casters. Though they can become distracted if the enemies still manage to make an attack against them or cast a spell, their massive maul or readied rune magic is enough to solve the problem. A hill giant besieger may lead a contingent of smaller creatures to battle or serve as a distraction for sappers to breach the fortifications elsewhere.

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