Hill Giant Clobberer
Level 7 Elite Brute- 4 Size
- 6 Speed
- 200 Stamina
- 5 Stability
- 8 Free Strike
Clobberin' Club 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 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.