OK, here are two more hill giant variants! I originally only had one, but the second came to me while creating the first, so you guys get two for the price of one! Presenting the hill giant skirmisher and the hill giant sourbreath! I've got a stone giant variant (and maybe more?) coming as well here soon.
As I said previously, I'm also editing the hill giant chief slightly to make it a bit more interesting.
Hill Giant Skirmisher
For hill giants, their place in the ordning is solely dependent on their gluttony. The more a hill giant eats, the bigger it gets, and, subsequently, the higher its place in the hill giant social hierarchy. But what about those who are born smaller, or those with higher metabolisms? What fate lies in store for a hill giant that, upon maturity, is significantly smaller than its peers? Most such “runts” are kicked out, or flee of their own accord, to live out what will likely be short, unpleasant lives, alone and isolated from other hill giants. A few, however, those a bit more nimble and clever than most of their kind, manage to carve out a special niche within hill giant society – that of the skirmisher.
Unusual Combatants. Those with the misfortune of having hill giants as relatively close neighbors know what to expect in a typical raid – an attack by an undisciplined mob of clumsy and stupid, but physically powerful, giants. There will be little in the way of tactics by their foes; only a mad bum-rush in order to grab as much of what is edible as possible, to drive away any who oppose that objective through sheer brute force, and to then lumber away as quickly as their massive frames will allow (along with any incidental damage or violence that can be gotten away with during that time). But for a few unfortunate settlements, these groups will be accompanied by one or more hill giant skirmishers. These at first may appear to be smaller and less powerful, and therefore less of a threat, but soon after the fighting starts, their true danger is revealed. Although noticeably weaker than most of their type, they are instead far more nimble, and possess a low cunning that make them capable of stratagems unexpected of the normal brutish hill giants.
Unexpected Agility. If one or more skirmishers accompany a group attacking a humanoid settlement, they will often attempt to surprise their foes by launching their rock attacks just before the main attack, often to devastating effect. After this opening barrage, a skirmisher will typically hold back at first during a battle, often waiting until the opposing force is fully committed, and then dash in to catch isolated or vulnerable foes by surprise. This often results in such foes being caught off guard concerning this fresh threat, and skirmishers take full advantage of this, using this distraction to inflict even greater harm to their opponents. Their agility and deceptive speed allows them to break off from one melee and then join another, to wherever their abilities can be used to greatest advantage. And, should the opposing forces be fully occupied by their more brutish comrades, they can instead turn to grabbing as much loot as possible and then rapidly retreating away with it before their foes can adequately respond.
Smaller but Precise Weapons. While most hill giants simply arm themselves with unworked tree limbs and huge, formless rocks, skirmishers instead use slightly more manufactured weapons to take advantage of their natural dexterity. They do not eschew the rocks universally used by their kin, but instead use smaller, better-balanced rocks that can strike vital spots with precision, compared to the sheer brute force of the weapon when thrown by other giants. They also use scavenged pieces of metal to create improvised scimitars; while, again, not quite as damaging as the crude clubs of their kin, they enable the more nimble skirmishers to strike their foes' weak spots with impunity.
Hill Giant Skirmisher
Huge giant (hill giant), chaotic evil
Armor Class 18 (natural armor)
Hit Points 123 (13d12 + 39)
Speed 50 ft.
STR 19 (+4 ) DEX 18 (+4) CON 17 (+3) INT 10 (+0) WIS 11 (+0) CHA 6 (-2)
Skills Perception +3, Sleight of Hand +10, Stealth +10
Senses passive Perception 13
Languages Giant
Challenge 6 (2,300 XP)
Cunning Action. The giant's quick thinking and agility allows it to move and act quickly. The giant can take a bonus action on each of of turns in combat. This action can be used only to take the Dash, Disengage, or Hide actions, or to make a Dexterity (Sleight of Hand) check.
Sneak Attack. Once per turn, the giant can deal an extra 17 (5d6) damage to one creature it hits with a scimitar or rock attack if it has advantage on the attack roll, or if the target if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the giant doesn’t have disadvantage on the attack roll.
Actions
Improvised Scimitar. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage, plus an additional 17 (5d6) damage with a successful sneak attack.
Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, plus an additional 17 (5d6) damage with a successful sneak attack.
Hill Giant Sourbreath
The prodigious digestive systems of hill giants are legendary. Hill giants can devour just about anything even remotely edible, in any state, and still gain sustenance and (more importantly) bulk from what they ingested. But there are a few rare hill giants who go beyond even this. Possessed of stomachs which can break down objects that even other hill giants would find indigestible, these individuals are held in awe by others of their kind. While their too-efficient digestion often means that they don't gain the bulk necessary to become chiefs, because of this supposed gift from Grolantor, they still often rank among the leaders of their steadings. And beyond this, their powerful digestive systems often grant them abilities that can be used as weapons against the foes of the tribe.
Distinctive Smell. Any hill giant can immediately discern the approach of one of these super-digesters – the sour, acidic smell that emanates from them. While hill giant steadings are no strangers to peculiar (and often disgusting) odors, this particular one is quite distinct. For as a result of their digestive abilities, their entire bodies have become suffused with acid; and, despite the potential damage that would imply, they are somehow immune to its effects. Their organs and other body parts are not only unaffected by this acidity, but take on its properties as well, most notably their mouths and lungs. This results in their nickname among their cohorts: sourbreaths.
Acidic Breath. From a distance, a sourbreath resembles any other typical hill giant, and, indeed, for the most part, even in battle there is little to discern them from their counterparts, beyond the peculiar smell. However, on occasion, a sourbreath is able, after inhaling deeply, to expel the acid that has been building up in its mouth and lungs and exhale a cloud of acidic breath. For an unsuspecting foe, this can be devastating, eating away at flesh and causing great pain. And since sourbreaths are relatively rare, few enemies are prepared for this – after all, who expects such a surprise from a simple, brutish hill giant?
Hill Giant Sourbreath
Huge giant, chaotic evil
Armor Class 13 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.
STR 21 (+5) DEX 8 (-1) CON 20 (+5) INT 5 (-3) WIS 9 (-1) CHA 6 (-2)
Skills Perception +2
Damage Resistances Acid
Senses Passive Perception 12
Languages Giant
Challenge 6 (2,300 XP)
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Acidic Breath (1/day). The giant exhales acidic gas in a 10-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.