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Giant, Grim

Family: Giant

Huge giant, neutral evil

Armor Class 14 (hide armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 10 (+0) 14 (+2) 8 (-1)

Skills Athletics +9, Perception +5, Stealth +4
Senses darkvision 60 ft., passive Perception 15
Languages Common, Giant
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Hill Camouflage. The giant has advantage on Stealth (Dexterity) checks to hide at the top of hills, or similar terrain. It crouches down and blends in with the surroundings.

ACTIONS

  • Multiattack. The giant makes two fist attacks.
  • Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

REACTIONS

  • Rock Catching. If a rock or similar object is hurled at the giant., the giant can, with a successful DC 13 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

ABOUT

A storm crackles over large, rolling hills. Thunder booms and lightning paints the sky. Suddenly, one of the hills begins to move. A creature had been lying down on the crest and it slowly stands up. The grim giant uses the terrain of this region to hide its bulk.

Mister Crouch. These giants can crouch down on the top of hills for hours and hours. They are smarter than most their kind and are very aware of their surroundings.

Surprise Party. Grim giants will often ambush caravans of wagons or attack villages at night. They are more aggressive than most of their giant cousins.

Hungry Hunters. Able to hunt large prey, these giants are a threat to the entire region. However, if they can’t find bigger prey, they will eat cattle, horses, and other beasts.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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