Hill giants always dwell in caves or similar underground
habitations. These lairs are typically of forsaken areas. Hill
giants sometimes have other creatures in their lairs to act as guards:
this is 50 percent likely and the guarding creatures will be 2-8 dire wolves
(1D20: 1-10), 1-3 giant lizards
(1D20: 11-16) or a group of 2-8 ogres
(1D20: 17-20). If more than four hill giants are encountered in their lair
numbers 5, 7 and 9 will be giantesses (treat as Elite)
and 6, 8 and 10 will be young hill giants (1D20 × 5 percent of full grown).
Adult hill giants are able to hurl rocks up to 140
kilogram-meters
(effective range: 70 meters, damage: 1D+17). They are able to catch
similar missiles 30 percent of the time. Half of all hill giants also
speak ogre.
Whenever they leave their lair hill giants will always have a
huge sack with them. Hill giant's bags contain various odds and ends of
things precious only to the giant: a large rock or two, and 10-60 coins of
some type — usually gold.
Although hill giants are stupid, they are usually cunning,
too. They can sometimes be tricked and will be likely to bargain if
approached from a position of strength. It is not unusual for hill giants
to agree to share in an undertaking with a group of creatures of similar
disposition, for these huge monsters are eager for treasure.
Young hill giants will have hits and do damage according to
the percentage of a normal adult male indicated by the dice roll.
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