Hill Giant
Dungeons & Dragons · Tabletop · Huge Giant | Huge Giant | Huge Undead | Huge Fiend | Huge Giant/Lycanthrope | Huge Giant | Gargantuan Giant (Titan)
Regular
- Tier
- 9-A
- Attack Potency
- Small Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Small Building Level+
Mouth of Grolantor
- Tier
- 9-A
- Attack Potency
- Small Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Small Building Level+
Barrowghast
- Tier
- 9-A
- Attack Potency
- Small Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Small Building Level+
Maw of Yeenoghu
- Tier
- 8-C
- Attack Potency
- Building Level
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Building Level
Wereboar
- Tier
- HIGH 8-C, up to 8-A
- Attack Potency
- Large Building Level, up to Multi-City Block Level
- Speed
- Relativistic+, up to Ftl+
- Durability
- Large Building Level, up to Multi-City Block Level
Avalancher
- Tier
- HIGH 8-C, up to 8-A
- Attack Potency
- Large Building Level, up to Multi-City Block Level
- Speed
- Relativistic+, up to Ftl+
- Durability
- Large Building Level, up to Multi-City Block Level
Scion of Grolantor
- Tier
- 6-C
- Attack Potency
- Island Level+
- Speed
- Relativistic+, up to Ftl+
- Durability
- Island Level+
Powers and abilities
- Superhuman Physical Characteristics
- Large Size (Type 0; Can grow between to 10–12 feet long)
- Longevity (Can live up to 200 years)
- Enhanced Senses (Have low light vision and have enhanced sense of smell and hearing)
- Weapon Mastery (Are skilled in using greatclubs)
- Limited Clairvoyance (Can sense any secret passages in their territory)
- Resistance to Disease Manipulation (As a true giant they're immune to most diseases)
- Poison Manipulation (As a true giant they are naturally resistant to poison)
- Same as before plus Rage Power (Can randomly fly into rage, increasing the accuracy of their attacks)
- Bodily Weaponry (Use their bite in combat)
- Healing (They heal themselves with their bite)
- Extreme Resistance to Fear Manipulation (Can't be frightened)
- Status Effect Inducement (Can't be effected by spells like Confusion)
- Same as regular one plus Immortality (Type 7; Are an undead)
- Poison Manipulation (Their blood is poisonous)
- Fragrance Manipulation (Via Stench)
- Healing Negation (While poisoned by their odor creatures cannot regain health)
- Martial Arts (Are extremely adept at tackling)
- Death Manipulation
- Soul Manipulation
- Statistics Amplification
- Necromancy (All via Life Drain)
- Same as a regular Hill Giant plus Bodily Weaponry (Use their bite in combat. They also constantly tear off and regrow teeth, with them throwing the torn fangs at enemies)
- Extreme Resistance to Magic
- Reality Warping
- Subjective Reality
- and Holy Manipulation (Shown here; Magic in D&D is manipulation of the Weave which is a fundamental part of reality, with Clerics and the like doing it through their sheer faith in Gods, which also acts as divine magic)
- All powers of a regular Hill Giant and all powers of a Wereboar (Are Hill Giants afflicted with the Wereboar Curse)
- Same as a regular one plus Probability Manipulation (Via Legendary Resistance)
- Magic (Have access to various spells and runic abilities)
- Earth Manipulation (Via Stone Avalanche, Stone Shape, and Wall of Stone)
- Energy Manipulation (Via Hill Rebuff)
- Statistics Amplification (Via Guidance)
- Weapon Creation
- Electricity Manipulation (Via Stone Bolas)
- Limited Clairvoyance
- Plant Manipulation
- Illusion Creation
- Air Manipulation
- Sound Manipulation
Weaknesses
Are rather dimwitted | Same as before and will starve to death due to their disease | None notable | None notable | Same as a regular Hill Giant and a Wereboar | Require their Hill Rune to use several of their abilities | None notable
Ranked tied for #52 of 704 in Dungeons & Dragons by strength.
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