Immunity: Damage 3
Weakness: —
Movement: Climb
Might
+4
Agility
-1
Reason
-1
Intuition
-1
Presence
-1
◆
2d10 + 4
Signature Ability
Charge,
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 3
◎ Two creatures or objects
≤11
12 damage
12–16
17 damage; prone
17+
21 damage; prone
Effect: A target who is already prone takes an extra 12 damage.
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 1
◎ One creature or object
≤11
14 damage; prone
12–16
20 damage; prone; M<3 can't stand (save ends)
17+
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.
⚔ 3 burst
◎ Each enemy in the area
Effect: Each target must make either a Might test or an Agility test.
≤11
6 damage; vertical push 3
12–16
2 damage; vertical push 2
17+
Push 2
Effect: The clobberer can choose to fall prone in order to double the forced movement distance.
⚔ Melee 3
◎ The triggering creature
Trigger: A creature within distance moves or shifts away from the clobberer.
Effect: The target makes an Agility test.
≤11
Grabbed, and the target takes a bane on the Escape Grab maneuver
12–16
Grabbed
17+
No effect.
2 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 force 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.