Difference between revisions of "Hill giant"

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(Updated for 0.13)
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|max_chunks=7
 
|max_chunks=7
 
|meat={{Contaminated corpse}}
 
|meat={{Contaminated corpse}}
|xp=657
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|xp=656
 
|holiness={{Natural}}
 
|holiness={{Natural}}
 
|magic_resistance=44
 
|magic_resistance=44
|hp_range=42-77
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|hp_range=44-77
|avg_hp=59
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|avg_hp=60
 
|armour_class=3
 
|armour_class=3
 
|evasion=4
 
|evasion=4
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|species=hill giant
 
|species=hill giant
 
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{{Flavour|A massive, burly humanoid standing taller even than an ogre. Hill giants are uncivilized in every sense of the word, and have few recreational interests beyond smashing things such as you.}}
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<!--monster-bot-end-->
 
<!--monster-bot-end-->
 
{{list of | giants}}
 
{{list of | giants}}
{{Flavour|A massive, burly humanoid standing taller even than an ogre. Hill giants are uncivilized in every sense of the word, and have few recreational interests beyond smashing things such as you.}}
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==Useful Info==
 
==Useful Info==

Revision as of 22:24, 10 October 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.
hill giant CHill giant.png
HP 44-77
HD 11
XP 656
Speed 10
AC 3
EV 4
Will 44
Attack1 30 (hit: plain)


Resistances rDrown
Vulnerabilities None
Habitat Land
Intelligence Normal
Uses Starting equipment
Open doors
Holiness Natural
Size Giant
Type giant, hill giant
Flags Speaks
Warm-blooded
A massive, burly humanoid standing taller even than an ogre. Hill giants are uncivilized in every sense of the word, and have few recreational interests beyond smashing things such as you.

For a list of all giants, see list of giants.


Useful Info

Hill giants are the weakest giants in the game, but that doesn't stop them from being massively more powerful than ogres. They wield giant clubs and giant spiked clubs, and can deal tremendous damage when in melee. They also occasionally generate with throwing nets, greatly increasing their potential danger. You can find them on the middle floors of the Dungeon and the lower floors of the Orcish Mines.

Tips & Tricks

  • Their magic resistance isn't too high, so confusion, slow, and other hexes work well against them. Curare needles are also very effective, especially with some other method for dealing damage while kiting.
  • If you intend to simply nuke them at range before they can reach you, be careful; they often have enough durability to survive several shots of low-level conjurations, and it doesn't take many swings for them to squish casters in melee.