Huge giant 3,900 XP
AC 17 (natural armor)
HP 126 (11d12 + 55; bloodied 63)
Speed 40 ft.
Proficiency +3; Maneuver DC 17
Saving Throws Str +9, Dex +5, Con +8, Wis +4
Skills Athletics +9 (+1d4), Perception +4, Stealth +5
Damage Resistances acid
Condition Immunities petrified
Senses passive Perception 14
Languages Giant
Camouflage. The giant has advantage on Stealth checks made to hide in rocky terrain.
ACTIONS
Multiattack. The giant attacks twice with its greatclub or twice with rocks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it makes a DC 19 Strength saving throw , falling prone on a failure.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature, it makes a DC 19 Strength saving throw . On a failure, it is pushed 10 feet away from the giant and knocked prone . In lieu of a rock, the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit, the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss, only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
BONUS ACTIONS
Grab. One creature within 5 feet makes a DC 13 Dexterity saving throw . On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can’t grab another target, and it makes greatclub attacks with advantage against the grappled target.
REACTIONS
Rock Catching. If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw . On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it.
Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.