Huge Undead, Neutral Evil
Armor Class 8
Hit Points 310 (20d12 + 180)
Speed 30 ft.
STR
25 (+7)
DEX
6 (-2)
CON
28 (+9)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Piercing, Slashing
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands the languages it knew in life but can’t speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Slippery Blood. Whenever a creature moves within or starts its turn within 5 feet of a bloodhulk that is below its hit point maximum, that creature must succeed on a DC 15 Dexterity saving throw or fall prone.

Actions

Multiattack. The bloodhulk crusher makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) bludgeoning damage.

Description

Bloodhulks are reanimated corpses infused with the blood of innocents in a horrible ritual. The result is a massive, bloated creature, its skin stretched tight from the gallons of blood pumping through its over-sized veins. Fighters, the smallest kind, are also the most common, often created by necromancers as bodyguards, but larger kinds exist, created to be brutish siege monsters. Their enormous bodies weigh twice as much as a creature of similar size, and even the smallest bloodhulk requires the blood of a dozen sacrificed innocents to fill its massive form. Though most commonly found in the company of undead armies led by evil necromancers, bloodhulks can be found almost anywhere that undead are known to lurk.

Originally from the Monster Manual IV.

Habitat: Urban

theshafinator

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