Hill Giant Clobberer
Level 7 Elite Brute- 4 Size
- 6 Speed
- 200 Stamina
- 5 Stability
- 8 Free Strike
Might
4Agility
-1Reason
-1Intuition
-1Presence
-1
Clobberin' Club 2d10 + 4 Signature Ability
Charge, Melee, Strike, Weapon Main Actiono Melee 3 x Two creatures or objects! 12 damage @ 17 damage; prone # 21 damage; proneEffect:A target who is already prone takes an extra 12 damage.
Stomp 2d10 + 4 3 Malice
Melee, Strike, Weapon Main Actiono Melee 1 x One creature or object! 14 damage; prone @ 20 damage; prone; M < 3 can't stand (save ends) # 25 damage; prone; M < 4 can't stand (save ends)Effect:In suitably soft ground, the target is entrenched in a 2-square deep hole.
Hill
Area Maneuvero 3 burst x Each enemy in the areaEffect:Each target must make either a Might test or an Agility test.
! 6 damage; vertical push 3 @ 2 damage; vertical push 2 # Push 2Effect:The clobberer can choose to fall prone in order to double the forced movement distance.
You Ain't Getting Away
Melee Triggered Actiono Melee 3 x The triggering creatureA creature within distance moves or shifts away from the clobberer.Effect:The target makes an Agility test.
! Grabbed, and the target takes a bane on the Escape Grab maneuver @ Grabbed # No effect2 Malice:A target who would be grabbed by this ability is instead either vertical pushed up to 5 squares; or they take 5 damage, are knocked prone, and can't stand until the end of their next turn.
Destructive Path
The clobberer automatically destroys any mundane size 1 objects in their path when they move or are forced moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.
Distracted
Whenever the clobberer targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the clobberer. The clobberer targets that enemy instead.