Hill Giant Smasher - Monsters

Hill Giant Smasher
Large natural humanoid (giant)
Level 11 Brute XP 600

HP 137; Bloodied 68Initiative +7
AC 23, Fortitude 24, Reflex 20, Will 23Perception+8
Speed 8

Traits

Mobility

At the start of each of its turns, the smasher can make a saving throw against one effect that a save can end. The effect must include the immobilized, restrained, or slowed condition.

Standard Actions

(⚔) Greatclub (weapon) ✦ At-Will

Attack: Melee 2 (one creature); +16 vs. AC

Hit: 2d10 + 10 damage, and a different enemy adjacent to the smasher takes 7 damage.

Brutal Smash (weapon) ✦ Recharge if the power misses

Attack: Melee 2 (one creature); +16 vs. AC

Hit: 4d10 + 14 damage.

Whirling Crush (weapon) ✦ Encounter

Attack: Close burst 2 (enemies in the burst); +16 vs. AC

Hit: 2d10 + 8 damage.

Triggered Actions

Persistent Smash

Trigger: The smasher drops to 0 hit points.

Effect (Immediate Interrupt): The smasher moves half its speed and uses greatclub.

Skills Athletics +15
Str 21 (+10)                Dex 14 (+7)                Wis 16 (+8)
Con 17 (+8)                Int 7 (+3)                Cha 11 (+5)

Alignment chaotic evil        Languages Giant
Equipment: greatclub , hide armor .

Published in Monster Manual 3, page(s) 100, Dungeon Magazine 220.