Hill Giant Clobberer¶
Hill Giant Clobberer
Clobberin' Club
A target who is already prone takes an extra 12 damage.
Stomp
In suitably soft ground, the target is entrenched in a 2-square deep hole.
Hill Quake
Each target must make either a Might test or an Agility test.
The clobberer can choose to fall prone in order to double the forced movement distance.
You Ain't Getting Away
A creature within distance moves or shifts away from the clobberer.
The target makes an Agility test.
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.
*Malice Features
At the start of any giant's turn, you can spend Malice to activate one of the following features. Giant Malice
Hurl Landscape
Bellow
Each giant in the encounter takes a deep breath and yells, pushing each creature within 3 squares of them up to 10 squares. A creature who can be pushed by more than one giant is pushed by one giant of your choice.
Titanic Tear
A giant creates a fissure along the ground, either in a 15 x 2 line within 1 or a 10 x 3 line within 2, and that opens up to a depth of 6 squares. Each giant in the area can shift into the nearest unoccupied space outside the fissure. Each non-giant in the area makes an Agility test.