Infernal Overpressure
Whenever the Hulk takes 20 or more damage from one source, the fiery runes on its chains flare. The Hulk gains advantage on attack rolls until the end of its next turn.
Chain-Weighted Momentum
The Hulk’s melee reach is increased by 5 ft (already included).
Unstable Infernal Core
At 0 HP, the Hulk explodes unless the players succeed on a special condition (see Death Burst below).
Multiattack
The Chainbound Hulk makes two Chainfist attacks
or one Chainfist and one Chain Lash.
Chainfist
Melee Weapon Attack: +10 to hit, reach 10 ft., one target
Hit: 19 (3d8 + 6) bludgeoning damage + 10 (3d6) fire damage
On a crit: Target makes a DC 18 Strength save or is knocked prone.
Chain Lash
Melee Weapon Attack: +10 to hit, reach 20 ft, one creature
Hit: 17 (3d6 + 6) slashing damage + 7 (2d6) fire damage
Grapple: Target makes a DC 18 Strength or Dexterity save (player’s choice) or becomes restrained.
The Hulk can restrain up to 2 creatures at a time.
Hurl Chain (Recharge 4–6)
The Hulk rips free a burning segment of chain and throws it in a line 30 ft. long and 5 ft. wide.
Creatures in the line:
• DC 18 Dexterity save
• Fail: 22 (4d10) fire damage + knocked prone
• Success: Half damage, no prone
Hit area becomes heated terrain: entering or starting a turn = 5 fire damage.
Ground Rupture (Recharge 5–6)
The Hulk slams both fists into the ground.
Creatures within 15 feet must make a DC 18 Dexterity save:
• Fail: 20 (4d8) bludgeoning + restrained by erupting chains
• Success: Half damage, no restrain
Restrained creatures may repeat a DC 18 Strength check at end of turn.
Chain Parry
When hit by a melee attack, the Hulk gains +3 AC against that attack. If the attack misses, the attacker takes 7 (2d6) fire damage.
The Hulk can take 2 legendary actions, choosing from below.
Chain Drag (Costs 1)
A creature restrained by the Hulk is dragged 15 ft and takes 7 (2d6) bludgeoning damage.
Backhand Smash (Costs 1)
Make a Chainfist attack at disadvantage. On hit: target pushed 10 ft.
Volcanic Surge (Costs 2)
The Hulk vents infernal heat.
Creatures within 10 ft take 10 (3d6) fire damage.
Description
DEATH BURST — Infernal Core Detonation
When the Chainbound Hulk reaches 0 HP, the infernal core destabilizes.
Players have one chance to stop the explosion:
A creature within 5 ft may use its reaction to make a DC 18 Intelligence (Arcana) or Dexterity (Thieves' Tools) check to sever the binding rune.
If they succeed:
The Hulk collapses harmlessly.
If they fail or no one tries:
The Hulk detonates:
• 30-ft radius
• DC 18 Dex save
• Fail: 45 (10d8) fire + 22 (4d10) force
• Success: Half damage
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