Hill Giant Smasher
Large natural humanoid (giant)
Level 11 Brute XP 600
| HP 137; Bloodied 68 | Initiative +7 |
| AC 23, Fortitude 24, Reflex 20, Will 23 | Perception+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.
ᗕ 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.