There is no official bio released for this unit
- Life: 8
- Move: 5
- Range: 1
- Attack: 5
- Defense: 3
- Point Value: 150
- Flail Hurricane: After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately.
- Mine!: When you roll the 20-sided die for a Treasure Glyph trap with this Ogre Warhulk, you must subtract 4 from your die roll.
Behind the Game
- To Flail or Not to Flail?
If I want to move my Ogre Warhulk and not risk hitting my own figures, can I simply opt not to Attack this turn?
Nice try. Normally, even if you choose not to Attack, your turn still has an Attack phase- You just make an Attack of zero. The d20 roll for Flail Hurricane happens in between the Movement and Attack phases of the turn. After moving the Ogre Warhulk, you MUST roll the d20, and on a roll of 11 or higher, the decision to Attack every figure adjacent is no longer up to you. Flail!!
- Does Flail Hurricane equal a Normal Attacks?
If I roll an 11 or higher on the d20 for Flail Hurricane, are the multiple Attacks still considered normal Attacks for the purposes of abilities like Scatter and Disappearing Ninja?
Yes. All of the Ogre Warhulk's Attacks are normal Attacks.
The Ogre Warhulk is a repainted model of the Brutal Ogre Warhulk from the Demonweb set. 
The Ogre Warhulk is an extremely destructive unit that is especially effective against armies that field hordes of weak units (Greenscales, Goblins, etc). With Flail Hurricane it is possible for the Warhulk to destroy eight figures in one turn. With eight life and three defense die it is also very challenging to kill, similar to the Feral Troll. The Ogre Warhulk has the potential to deal tremendous damage especially when put up against large armies.