The Hill Giant in melee

NewJeffCT

First Post
The PCs are going up against a hill giant tomorrow night as one of their main bad guys in a large scale combat. When strategizing for the battle, they had mentioned that they should all rush the hill giant because it can't use its weapon if you're within 5 feet. It seems a bit counter-intuitive to me, but that's the rules... and, it would only get one AoO if four PCs moved through its threatened squares while rushing it.

However, a hill giant is probably used to this sort of swarming tactic - how should I play him to be an effective combatant? Should I have it take 5 foot steps back each round to keep the PCs at least 10 feet away? The MM says that they stand fast and bash with their clubs - but, if everybody is within 5 feet, it would have to use its fists.

Thanks
 

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NewJeffCT said:
The PCs are going up against a hill giant tomorrow night as one of their main bad guys in a large scale combat. When strategizing for the battle, they had mentioned that they should all rush the hill giant because it can't use its weapon if you're within 5 feet. It seems a bit counter-intuitive to me, but that's the rules...
No it is NOT the rules.

Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. (This attack of opportunity is not provoked if you take a 5-foot step.)

Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less.
 



I have no idea where they got the idea it couldn't attack the squares directly around it. (If you're used to these players telling you what the rule for such and such is, I'd pull open the book and the FAQ and take a long hard look at what else they may have 'helped' you with). If anything, it should use a tree like a golf club and swat people who got that close. Or kick them.

Throw Anything is a good idea. Have it throw angry razorback pigs at them or something :)
 

What diaglo said. Though there might be a size issue since hill giants are only one step above most humanoids.

Hill giants, or anybody with natural reach for that matter, can attack anything directly adjacent. Your players are probably confused by the reach trait of most polearms which does specifically forbid adjacent attacks.

More feat suggestions: Large and In Charge, Knockback, and Awesome Blow. Make gratuitous use of the Imp. Sunder feat. Nothing horrifies the party fighter more than having his shiny sword smashed to bits right before eyes then being clubbed over the head. Make sure the giant has piles of rocks around to throw at pesky archers an spell cannons.

Say fee-fi-fo-fum a lot.
 

Derro said:
What diaglo said. Though there might be a size issue since hill giants are only one step above most humanoids.

Hill giants, or anybody with natural reach for that matter, can attack anything directly adjacent. Your players are probably confused by the reach trait of most polearms which does specifically forbid adjacent attacks.

More feat suggestions: Large and In Charge, Knockback, and Awesome Blow. Make gratuitous use of the Imp. Sunder feat. Nothing horrifies the party fighter more than having his shiny sword smashed to bits right before eyes then being clubbed over the head. Make sure the giant has piles of rocks around to throw at pesky archers an spell cannons.

Say fee-fi-fo-fum a lot.

I could swear the book had something about not being able to hit within 5 feet of themselves because we went over it a few times? What they had meant was the giant could still attack somebody next to it, but just not use its weapon?
 


NewJeffCT said:
I could swear the book had something about not being able to hit within 5 feet of themselves because we went over it a few times?

I suspect derro is right; I think your players have internalized the rule for reach weapons not threatening the immediate squares around you, and extended that to anything with natural reach.

The hill giant has a 10' reach with his greatclub, not because the club is long, but because his arms are long. A medium-sized creature with a medium-sized greatclub wouldn't have greater reach due to the club, and neither does the hill giant.

frankthedm has quoted the rule in question (though I'm not sure where it exactly appears).
 

Derro said:
What diaglo said. Though there might be a size issue since hill giants are only one step above most humanoids.

Hill giants, or anybody with natural reach for that matter, can attack anything directly adjacent. Your players are probably confused by the reach trait of most polearms which does specifically forbid adjacent attacks.

More feat suggestions: Large and In Charge, Knockback, and Awesome Blow. Make gratuitous use of the Imp. Sunder feat. Nothing horrifies the party fighter more than having his shiny sword smashed to bits right before eyes then being clubbed over the head. Make sure the giant has piles of rocks around to throw at pesky archers an spell cannons.

Say fee-fi-fo-fum a lot.

Large & In Charge sounds interesting.
 

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