From Compendium of Worldly Lore
War Hulks are literally some of the largest tanks and damage dealers in the metaphorical room, gaining loads of strength and losing mental faculties to just go stupid go crazy.
Role: DPS
Characteristics: Large brute that gets stronger to cause damage
Source: Miniatures Handbook
Game Rule Information
The War Hulk has the following game statistics.
Abilities: Strength for Combat, Constitution for being a menace, Charisma for Intimidate
Alignment: Any alignment
Hit Die: d12
Starting Gold: N/A
Class Skills
The War Hulk's class skills are Climb (Str), Intimidate (Cha), Jump (Str)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the War Hulk.
Weapon and Armor Proficiency: A War Hulk is proficient with War Hulks gain no proficiency with weapons or armor
Ability Boost Ex: As a war hulk gains levels in this prestige class, his Strength score increases. These increases stack.
No Time to Think Ex: A character with levels in the war hulk prestige class is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills (whether or not he has bought ranks in them previously). The only exception is the Intimidate skill, which works normally.
Great Swing Ex: Starting at 2nd level, a war hulk is able to make a great, sweeping swing with a melee weapon. As a full-round action, the war hulk can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the war hulk uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Start with one square that the war hulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can't be chosen as adjacent squares for a great swing. The war hulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the war hulk can choose those three squares for the great swing but strike only the two enemies. If a war hulk drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.
Mighty Rock Throwing Ex: Starting at 3rd level, a war hulk gains a powerful rock throwing ability. The character can throw rocks that deal 2d8 points of damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments.) The war hulk uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds.
Mighty Swing Ex: Starting at 4th level, a war hulk can make a mighty swing. A mighty swing is like a great swing, except that it is a standard action rather than a full-round action. Thus, the character can move and make a mighty swing or (if he can make multiple attacks) make multiple mighty swings in a single round.
Sweeping Boulder Ex: Starting at 6th level, a war hulk is able to throw his rocks with such force that they affect two adjacent squares. (The second square must be farther away from the war hulk than the first—they cannot be equidistant from him.) Make one attack roll and apply the result to each target. As with great swing, the war hulk must have line of effect from one square to the next.
Toughness: At 8th, 9th, and 10th level, a war hulk gains Toughness as a bonus feat.
Massive Sweeping Boulder Ex: Starting at 8th level, a war hulk is able to throw his rocks with such force that they affect four squares in a line. (Each successive square chosen must be farther away from the character.) Only the first creature can be subject to damage from a critical hit or a sneak attack. As with great swing, the war hulk must have line of effect from one square to the next.
Massive Swing Ex: A 10th-level war hulk can lash out all around himself with a single attack. Massive swing works like mighty swing, except that its effect is not limited to three squares. The war hulk's swing affects all squares he threatens.