Huge Fiend, Chaotic Evil
Armor Class 17 Infernal plating, chains
Hit Points 225 (18d12 + 108)
Speed 40 ft., Climb 30 ft.
STR
23 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
5 (-3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +11, CON +11
Skills Athletics +10, Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Gear Infernal Chain
Senses Darkvision 120, Tremorsense 60, Passive Perception 15
Languages infernal - cannot speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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).

Actions

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.

Reactions

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.

Legendary Actions

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

cheydrudik

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