Hill Giant Chieftain
<Monster Name> (CR 17)
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
<insert descriptive text here>
GENERAL
CR 17 Hit Dice 26
XP 102,400
<alignment> <size> <racial keyword>
Init +7; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +26
DEFENSE
AC 40, touch 23, flat-footed 35 (+10 armor, +5 dex, +7 natural, +8 deflection)
hp 426
Fort +20, Ref +16, Will +16 <swap as needed; only one strong save>
Aura: -
SR: - <27, if any>
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft. <adjust as needed; list other movement types here also>
Space / Reach: 5 ft. / 5 ft. <adjust as needed>
Single Melee <melee weapon> +24 (3d8+3/19-20x2)
- or: Single Melee Bite +24 (3d8+2/x2)
Full Melee 3x <melee weapon> +24 (3d8+3/19-20x2)
- or: Full Melee Bite +24 (3d8+2/x2), 2x Claws +24 (3d4+1/x2), 2x Wings +24 (3d4+1/x2)
Ranged <optional ranged attack> +24 (3d8+3/x2)
Special Attacks <copy from source; only list ability names here; describe below>
Action Points 0 <common monsters never have action points, named monsters often have one.>
STATISTICS
Str 80, Dex 16, Con 22, Int 5, Wis 16, Cha 16
Base Atk +17; CMB +28; CMD 35
Feats <pick one or two thematically relevant feats; avoid complicated ones.>
Skills <choose only if relevant, values around 1.5 x creature’s CR>
Languages <copy from source>
SPECIAL ABILITIES
<special abilities should have a save DC 25>
<special attack damage (standard action): 9d6>
<special attack damage (aoe’s, swift actions or inflicting status effects): 4d6+2>
- <ability name>
<ability description>
- <ability name>
<ability description>
TREASURE
sell value of approximately 30,000 gp
COMBAT TACTICS
<describe typical actions taken during combat here>