BOZ
Creature Cataloguer
Hey! i'm running the classic G1 Steading of the Hill Giant Chief for 3.5 D&D. the players are levels 11-13. i thought i would give them a nasty surprise of having some giants with class levels.
i just whipped these up in the last hour or so by adding class levels onto standard hill giants and rerolling the ability scores. give me some ideas - skills & feats can change, and they can get more magic items. i prefer stuff the PCs can't use (giant-sized weapons & armor) as well as potions, scrolls, and other limited-use items, because if the PCs beat these guys they will loot - guaranteed.
they don't need much of a change, since i don't necessarily want them to kill the characters, but a challenge is what i'm looking for.
NOSNRA, HILL GIANT CHIEF
Large Giant, 8th-level Barbarian
Hit Dice: 12d8+60 plus 8d12+40 (206 hp)
Initiative: -2
Speed: 50 ft.
Armor Class: 21 (-1 size, -2 Dex, +9 natural, +5 armor), touch 7, flat-footed 21
Base Attack/Grapple: +17/+31
Attack: +3 Greatclub +30 melee (2d8+18/19-20) or slam +29 melee (1d4+10) or rock +14 ranged (2d6+10)
Full Attack: +3 Greatclub +30/+25/+20/+15 melee (2d8+18/19-20) or 2 slams +29 melee (1d4+10) or rock +14 ranged (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, rage 3/day (+4 Str, +4 Con, +2 Will, -2 AC), uncanny dodge, improved uncanny dodge
Special Qualities: Low-light vision, rock catching, damage reduction 1/--
Saves: Fort +19, Ref +4, Will +7
Abilities: Str 30, Dex 6, Con 20, Int 10, Wis 8, Cha 10
Skills: Climb +20, Intimidate +10, Jump +30, Listen +9, Spot +11, Survival +7
Feats: Cleave, Improved Bull Rush, Iron Will, Power Attack, Improved Critical (greatclub), Improved Sunder, Weapon Focus (greatclub)
Gear: Bracers of Armor +5, +3 Large Greatclub
CR 15
HILL GIANT SUB-CHIEF
Large Giant, 5th-level Fighter
Hit Dice: 12d8+48 plus 5d10+20 (149 hp)
Initiative: +2
Speed: 30 ft. in chainmail (6 squares); base speed 40 ft.
Armor Class: 23 (-1 size, -2 Dex, +9 natural, +7 chainmail [+2]), touch 7, flat-footed 23
Base Attack/Grapple: +14/+25
Attack: +2 Greatsword +22 melee (2d8+14/17-20) or slam +21 melee (1d4+7) or rock +11 ranged (2d6+7)
Full Attack: +2 Greatsword +22/+17/+12 melee (2d8+14/17-20) or 2 slams +21 melee (1d4+7) or rock +11 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +16, Ref +3, Will +5
Abilities: Str 25, Dex 6, Con 19, Int 5, Wis 6, Cha 3
Skills: Climb +15, Jump +15, Listen +3, Spot +4
Feats: Alertness, Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Improved Overrun, Power Attack, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Gear: +2 chainmail, +2 Large Greatsword
CR 12
HILL GIANT CLERIC
Large Giant, 5th-level cleric
Hit Dice: 12d8+36 plus 5d8+15 (127 hp)
Initiative: +0
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 21 (-1 size, +9 natural, +3 hide armor), touch 9, flat-footed 21
Base Attack/Grapple: +12/+22
Attack: Greatclub +18 melee (2d8+9) or slam +17 melee (1d4+6) or rock +11 ranged (2d6+6)
Full Attack: Greatclub +18/+13/+8 melee (2d8+9) or 2 slams +17 melee (1d4+6) or rock +11 ranged (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, rebuke undead
Special Qualities: Low-light vision, rock catching
Saves: Fort +15, Ref +5, Will +11
Abilities: Str 22, Dex 10, Con 16, Int 9, Wis 13, Cha 9
Skills: Climb +6, Heal +6, Jump +6, Listen +6, Spot +9
Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Iron Will, Weapon Focus (greatclub)
Spells Prepared:
0: 5
1: Command, Doom, Protection From Good, Shield of Faith +domain
2: Bull's Strength, Owl's Wisdom +domain
3: Cure Serious Wounds +domain
HILL GIANT MAGE
Large Giant, 5th-level Wizard
Hit Dice: 12d8+48 plus 5d4+20 (134 hp)
Initiative: +0
Speed: 40 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +11/+20
Attack: Dagger +16 melee (1d6+7/19-20) or slam +15 melee (1d4+5) or rock +10 ranged (2d6+5)
Full Attack: Dagger +16/+11 melee (1d6+7/19-20) or 2 slams +15 melee (1d4+5) or rock +10 ranged (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, spells, familiar (dire wolf)
Special Qualities: Low-light vision, rock catching
Saves: Fort +13, Ref +5, Will +7
Abilities: Str 21, Dex 11, Con 19, Int 14, Wis 9, Cha 8
Skills: Climb +20, Concentration +12, Jump +24, Knowledge (arcana) +7, Listen +14, Spellcraft +12, Spot +14
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Bull Rush, Power Attack, Improved Sunder, Quicken Spell, Scribe Scroll (B), Weapon Focus (dagger)
Spells Prepared:
0: 4
1: Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement
2: Mage Armor (quickened), Protection From Arrows, See Invisibility
3: Fireball

i just whipped these up in the last hour or so by adding class levels onto standard hill giants and rerolling the ability scores. give me some ideas - skills & feats can change, and they can get more magic items. i prefer stuff the PCs can't use (giant-sized weapons & armor) as well as potions, scrolls, and other limited-use items, because if the PCs beat these guys they will loot - guaranteed.

they don't need much of a change, since i don't necessarily want them to kill the characters, but a challenge is what i'm looking for.
NOSNRA, HILL GIANT CHIEF
Large Giant, 8th-level Barbarian
Hit Dice: 12d8+60 plus 8d12+40 (206 hp)
Initiative: -2
Speed: 50 ft.
Armor Class: 21 (-1 size, -2 Dex, +9 natural, +5 armor), touch 7, flat-footed 21
Base Attack/Grapple: +17/+31
Attack: +3 Greatclub +30 melee (2d8+18/19-20) or slam +29 melee (1d4+10) or rock +14 ranged (2d6+10)
Full Attack: +3 Greatclub +30/+25/+20/+15 melee (2d8+18/19-20) or 2 slams +29 melee (1d4+10) or rock +14 ranged (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, rage 3/day (+4 Str, +4 Con, +2 Will, -2 AC), uncanny dodge, improved uncanny dodge
Special Qualities: Low-light vision, rock catching, damage reduction 1/--
Saves: Fort +19, Ref +4, Will +7
Abilities: Str 30, Dex 6, Con 20, Int 10, Wis 8, Cha 10
Skills: Climb +20, Intimidate +10, Jump +30, Listen +9, Spot +11, Survival +7
Feats: Cleave, Improved Bull Rush, Iron Will, Power Attack, Improved Critical (greatclub), Improved Sunder, Weapon Focus (greatclub)
Gear: Bracers of Armor +5, +3 Large Greatclub
CR 15
HILL GIANT SUB-CHIEF
Large Giant, 5th-level Fighter
Hit Dice: 12d8+48 plus 5d10+20 (149 hp)
Initiative: +2
Speed: 30 ft. in chainmail (6 squares); base speed 40 ft.
Armor Class: 23 (-1 size, -2 Dex, +9 natural, +7 chainmail [+2]), touch 7, flat-footed 23
Base Attack/Grapple: +14/+25
Attack: +2 Greatsword +22 melee (2d8+14/17-20) or slam +21 melee (1d4+7) or rock +11 ranged (2d6+7)
Full Attack: +2 Greatsword +22/+17/+12 melee (2d8+14/17-20) or 2 slams +21 melee (1d4+7) or rock +11 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +16, Ref +3, Will +5
Abilities: Str 25, Dex 6, Con 19, Int 5, Wis 6, Cha 3
Skills: Climb +15, Jump +15, Listen +3, Spot +4
Feats: Alertness, Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Improved Overrun, Power Attack, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Gear: +2 chainmail, +2 Large Greatsword
CR 12
HILL GIANT CLERIC
Large Giant, 5th-level cleric
Hit Dice: 12d8+36 plus 5d8+15 (127 hp)
Initiative: +0
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 21 (-1 size, +9 natural, +3 hide armor), touch 9, flat-footed 21
Base Attack/Grapple: +12/+22
Attack: Greatclub +18 melee (2d8+9) or slam +17 melee (1d4+6) or rock +11 ranged (2d6+6)
Full Attack: Greatclub +18/+13/+8 melee (2d8+9) or 2 slams +17 melee (1d4+6) or rock +11 ranged (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, rebuke undead
Special Qualities: Low-light vision, rock catching
Saves: Fort +15, Ref +5, Will +11
Abilities: Str 22, Dex 10, Con 16, Int 9, Wis 13, Cha 9
Skills: Climb +6, Heal +6, Jump +6, Listen +6, Spot +9
Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Iron Will, Weapon Focus (greatclub)
Spells Prepared:
0: 5
1: Command, Doom, Protection From Good, Shield of Faith +domain
2: Bull's Strength, Owl's Wisdom +domain
3: Cure Serious Wounds +domain
HILL GIANT MAGE
Large Giant, 5th-level Wizard
Hit Dice: 12d8+48 plus 5d4+20 (134 hp)
Initiative: +0
Speed: 40 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +11/+20
Attack: Dagger +16 melee (1d6+7/19-20) or slam +15 melee (1d4+5) or rock +10 ranged (2d6+5)
Full Attack: Dagger +16/+11 melee (1d6+7/19-20) or 2 slams +15 melee (1d4+5) or rock +10 ranged (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, spells, familiar (dire wolf)
Special Qualities: Low-light vision, rock catching
Saves: Fort +13, Ref +5, Will +7
Abilities: Str 21, Dex 11, Con 19, Int 14, Wis 9, Cha 8
Skills: Climb +20, Concentration +12, Jump +24, Knowledge (arcana) +7, Listen +14, Spellcraft +12, Spot +14
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Bull Rush, Power Attack, Improved Sunder, Quicken Spell, Scribe Scroll (B), Weapon Focus (dagger)
Spells Prepared:
0: 4
1: Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement
2: Mage Armor (quickened), Protection From Arrows, See Invisibility
3: Fireball