Captain Hammer

Description:

Captain Hammer Level 12 Solo Brute
Medium natural humanoid (living construct) XP 3,500
HP 512; Bloodied 256
AC 25; Fortitude 25; Reflex 25; Will 24
Speed 6
Saving Throws +5; Action Points 2
Initiative +6
Perception +6

Standard Actions

m Mordencrad • At-Will
Attack: +16 vs. AC
Hit: 2d6 + 15.

M Recuperating Strike (primal, weapon) • At-Will
Attack: Melee; +16 vs. AC
Hit: 2d6 + 15 Hit: Gain 2d6 + 6 Temporary Hitpoints, 2d6+11 if raging.

M Howling Strike • At-Will
Attack: Melee; +16 vs. AC; While raging you can move an aditional two squares durring a charge. Can be used instead of a melee basic as part of a charge.
Hit: 4d6 + 15.

M Oakhammer Rage (primal, rage, weapon) • Daily
Attack: Melee; +16 vs. AC
Hit: 6d6 + 15 On Hit: You knock the target prone. Miss: Half Damage. Effect: Unti the rage ends, whenever captain hammer hits a target he knocks it prone. If its already prone, he deals an extra 11 damage.

Minor Actions

Bestial Vigor (primal) • Daily
Effect: Effect: Captain Hammer gains 128 + 2d6 temporary hitpoinys and can make a save against each effect on him that a save can end.

Free Actions
Heedless Charge • At-Will
Effect: Trigger: Captain Hammer reduces an enemy to zero hitpoints. Effect: Captain Hammer may charge an enemy. If he leaves an enemys threatened square, that enemy can attack him as a free action.

M Rageblood Vigor • At-Will
Effect: Trigger: Captain Hammer reduces an enemy to zero hitpoints. Effect: Captain Hammer gain.
Skills Acrobatics +12, Athletics +19, Endurance +18
Str 24 (+13) Dex 11 (+6) Wis 10 (+6)
Con 24 (+13) Int 6 (+4) Cha 10 (+6)
Alignment unaligned     Languages Common
Equipment mordenkrad, hide armor

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Bio:

Founding member of the Hammer League.

Captain Hammer

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