Hill Giant

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|-|Regular=
|-|Mouth of Grolantor=
|-|Barrowghast=
|-|Avalancher=
|-|Scion of Grolantor=
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==Summary==
<tabber>
|-|Hill Giant=
Hill Giants are the lowest ranked of the True Giants, and fittingly are both the dumbest and shortest of them, but they're capable of surprisingly cunning actions in combat and they still possess great physical abilities.
|-|Mouth of Grolantor=
While a Hill Giant getting sick is a rare sight when he they do, their tribe separates them and considers them being sick a bad omen from their god Grolantor. Those unfortunate Hill Giants are called Mouth of Grolantor, with them being utterly mad due to their constant hunger.
|-|Wereboar=
Slightly stockier and with more rough hair, the Dire Wereboar Hill Giant is a fearsome foe. It combines the deadliness of a Wereboar with the natural strength of a Hill Giant, making it incredibly deadly.
|-|Avalancher=
The smartest and strongest of regular Hill Giants, the Avalancher has mastered rune magic in order to aid itself in combat.
|-|Scion of Grolantor=
The mightiest of the Hill Giants, who are practically Demigod, the Scion of Grolantor are truly massive beings who slumber within hills. Their mere presence bolsters the Hill Giants, while also making the land in a 6-mile radius bountiful and ideal for farming.
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==Powers and Stats==
Tier: | | | | At least , likely , possibly | At least , likely , possibly | 
Key: Regular | Mouth of Grolantor | Barrowghast | Maw of Yeenoghu | Wereboar | Avalancher | Scion of Grolantor
Name: Hill Giant, Mouth of Grolantor, Barrowghast, Maw of Yeenoghu, Scion of Grolantor
Origin: Dungeons and Dragons
Gender: Varies
Age: Varies
Classification: Huge Giant | Huge Giant | Huge Undead | Huge Fiend | Huge Giant/Lycanthrope | Huge Giant | Gargantuan Giant (Titan)
Powers and Abilities:
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|-|Regular=
Superhuman Physical Characteristics, Large Size (Type 0; Can grow between to Monster Manual 3.5e Page 123), Longevity (Can live up to ), Enhanced Senses (Have and have enhanced sense of Giantcraft Page 23), Weapon Mastery (Are skilled in using Monster Manual 5e Page 155), Limited Clairvoyance (Can sense Giantcraft Page 18), Resistance to Disease Manipulation (As a true giant they're immune to ), Poison Manipulation (As a true giant they are naturally resistant to )
|-|Mouth of Grolantor=
Same as before plus Rage Power (Can randomly Volo's Guide to Monsters Page 149), Bodily Weaponry (Use their Mordenkainen Presents Monsters of The Multiverse Page 187 in combat), Healing (They heal themselves with their bite), Extreme Resistance to Fear Manipulation (Can't be ), Status Effect Inducement (Can't be effected by spells like )
|-|Barrowghast=
Same as regular one plus Immortality (Type 7; Are an Bigby Presents: Glory of the Giants Page 121), Poison Manipulation (Their blood is ), Fragrance Manipulation (Via ), Healing Negation (While poisoned by their odor creatures can not regain health), Martial Arts (Are extremely adept at ), Death Manipulation, Soul Manipulation, Statistics Amplification, Necromancy (All via )
|-|Maw of Yeenoghu=
Same as a regular Hill Giant plus Bodily Weaponry (Use their Bigby Presents: Glory of the Giants Page 159 in combat. They also , ), Extreme Resistance to Magic, Reality Warping, Subjective Reality, and Holy Manipulation (Shown ; 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 faithDungeon Master's Guide 5e Page 14 in Gods, which also acts as divine magic)
|-|Wereboar=
All powers of a regular Hill Giant and all powers of a Wereboar (Are Hill Giants afflicted with the Monster Manual 3.5e Page 175)
|-|Avalancher=
|-|Scion of Grolantor=
Same as a regular one plus Large Size (Type 1; Are Bigby Presents: Glory of the Giants Page 164 tall), Weather Manipulation, Animal Manipulation, Plant Manipulation, Statistics Amplification (Via ), Probability Manipulation (Via Bigby Presents: Glory of the Giants Page 165), Damage Reduction (Shown ), Damage Boost (Via ), Vibration Manipulation (Via ), Non-Physical Interaction (Can cause , with it being magical in nature and thus letting them hit abstract, incorporeal, intangible, and beings that exist on multiple planes of existence), Air Manipulation (Via ), Healing (Via ), Martial Arts (Are adept in ), Extreme Resistance to Temperature Manipulation, Electricity Manipulation, Poison Manipulation, Paralysis Inducement (All shown ), Magic, Reality Warping, Subjective Reality, and Holy Manipulation (Shown ; 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 faithDungeon Master's Guide 5e Page 14 in Gods which also acts as divine magic)
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Attack Potency: Small Building level+ (As a monster in 5e they're on par with casters who can cast Conjure Barrage) | Small Building level+ (As strong as regular Hill Giants) | Small Building level+ (Are superior to regular Hill Giants) | Building level (As a monster they are superior to casters that use Cone of Cold) | At least Large Building level (As a Monster Manual 3.5e Page 177 creature in 3.5e they should be on par with casters who can use Freezing Sphere), likely City Block level (Some comparable casters have managed such levels of power via the Control Water spell), possibly Multi-City Block level (Comparable to casters of Disintegrate, which can destroy a large temple) | At least Large Building level, likely City Block level, possibly Multi-City Block level (As a monster in 5e they are in the same level of strength as Wereboar Hill Giants) | Island level+ (As a monster in 5e they're comparable to the likes of Imix)
Speed: Hypersonic+ with High Hypersonic+ reactions (Keeps up with adventurers who can dodge lightning) | Hypersonic+ with High Hypersonic+ reactions | Hypersonic+ with High Hypersonic+ reactions | Hypersonic+ with High Hypersonic+ reactions | Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat) | Relativistic+, with FTL+ reactions | Relativistic+, with FTL+ reactions
Lifting Strength: Class 5 (Due to having a strength score of and being large they can at max push 3.628739 tons) | Class 5 | At least Class M | Class M (As a huge creature with a strength score of they are superior to the Stone Golem) | Class M (Are as strong as Barrowghasts) | Varies from Class 5 (Are as strong as regular Hill Giants in their base form) to Class M (Their hybrid and boar form have a strength score of in 3.5e which makes them superior to the Stone Golem strength wise) | At least Class M (Far superior to all other Hill Giants)
Striking Strength: Small Building level+ | Small Building level+ | Small Building level+ | Building level | At least Large Building level, likely City Block level, possibly Multi-City Block level | At least Large Building level, likely City Block level, possibly Multi-City Block level | Island level+
Durability: Small Building level+ | Small Building level+ | Small Building level+ | Building level | At least Large Building level, likely City Block level, possibly Multi-City Block level | At least Large Building level, likely City Block level, possibly Multi-City Block level | Island level+
Stamina: Superhuman (Comparable to adventurers who can endure impalement, loss of limb, and other extreme forms of punishment and still manage to fight and press on) | Superhuman | Infinite (Can never get ) | Superhuman | Superhuman | Superhuman | Superhuman (Alongside the usual Hill Giant resilience they can never get )
Range: Extended Melee Range via weapons, Tens of Meters via Monster Manual 3.5e Page 124 | Standard Melee Range | Standard Melee Range | Standard Melee Range, Tens of Meters via Fang Fling | Standard Melee Range, Extended Melee Range via weapons, Tens of Meters via throwing stones | Extended Melee Range via weapons, Tens of Meters via magic | Several Meters via tree club, Tens of Meters via Inhale, Hundreds of Meters via , Kilometers via Regional Effects
Standard Equipment: Greatclub, a Bigby Presents: Glory of the Giants Page 107 | None notable | None notable | A pile of their teeth | Greatclub, several rocks | Same as a regular one plus an object that has a hill rune curved on it | A 
Intelligence: Varies from Below Average to Average (Giantcraft Page 14 dumbest Hill Giants are closer to beasts then civilized creatures while the brightest minds of Hill Giants are on par with regular humans) | Below Average (Are Hill Giants driven mad by unending hunger) | Below Average (Their undead state makes so they mindlessly try to eat the living) | Below Average | Varies from Below Average to Average (Their intelligence should vary like regular Hill Giants) | Average (Have an intelligence score of ) | Gifted academically, Genius socially (Have an intelligence and charisma scores of respectively. This makes them Player's Handbook 5e Page 171 in those respective fields)
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
Notable Attacks/Techniques:
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|-|Regular=
* Despite being a dumb brute, a Hill Giant is still capable of rapidly attacking with its greatclub.
* As all true Giants, the Hill Giant can toss rocks far away as a form of ranged combat. The maximum range of a Hill Giant's rock throw is 240 feet.
|-|Mouth of Grolantor=
* Driven utterly mad by its unending hunger, the actions of a Grolantor Hill Giant are truly random. While this makes them immune to certain spells and abilities, it also runs the risk of it hitting itself in confusion.
|-|Barrowghast=
Alongside a regular Hill Giant's abilities, a Barrowghast also has:
*Life Drain: The Barrowghast's melee attack, it inflicts necrotic damage. Necrotic damage comes from the negative plane, making it the anthesis of life, and thus harms it and the soul. Furthermore any creature slain by this move rises as a zombie, with it being the Barrowghast's ally.
* When stabbed by an enemy a Barrowghast lets out their poisonous blood, dealing damage to anyone within 5 feet of themselves.
*Stench: The Barrowghast emits a foul odor, making everyone within 10 feet of itself poisoned for 1 minute. While creatures are poisoned that way they can not regain any health.
|-|Maw of Yeenoghu=
*Fang Fling: The Maw of Yeenoghu uses its sharp teeth in combat beyond just biting its enemies. It often tears its own fangs from its mouth, using them as projectiles later on. They can throw them up to 90 feet.
|-|Wereboar=
A Wereboar Hill Giant has the same abilities as a regular Hill Giant alongside:
*Shapechange: Can on command alternate between three forms with those being their human, boar and a hybrid form.
*Gore/Tusks: While in its hybrid or boar form they can charge at its enemy in order to pierce them with its tusks, and if it hits and the target is not dead they can afflicted with the wereboar curse.
*Boar Empathy: Have a natural affinity when it comes to persuading boars to do what it wants.
*Relentless: While near death they can endure one fatal hit as long as its damage doesn't pass a threshold.
|-|Avalancher=
|-|Scion of Grolantor=
*Earth-Shaking Movement: The Scion of Grolantor can send a powerful shock wave through the ground in a 60-foot radius, breaking the concentration of any creature.
*Inhale: The Scion can inhale enemies into itself, creating a powerful air vortex that covers 120-foot long and 15-feet wide line, pulling everything in it to their mouth to be swallowed. While inside the Scion creatures are fully restrained and take force damage.
**Feed: If the Scion takes damage while having a creature in its stomach, it can as a reaction harm the creature while healing itself.
*Legendary Resistance: The Scion of Grolantor can choose six times per day to succeed in something it would otherwise fail.
*Regional Effects: While the Scion lives it causes various effects on the region it is at, with those being:
**Abundant Food: Its presence increases the yield of crops and the reproduction speed of animals within 6 miles of itself.
**Empowered Hill Giants: Within 1,000 feet of the Scion all Hill Giants become far stronger.
**Farming Weather: The weather within 6 miles of the Scion becomes ideal for farming, being always sunny with occasional rain.
*Siege Monster: The Scion's attacks deal double damage against objects and structures.
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==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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