Multiattack. The abomination makes two
melee attacks.
Bull’s Horns. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 13 (2d8+4)
piercing damage and the target must succeed
on a DC 14 Dexterity saving throw or is
pushed up to 15 ft. away.
Ram-Head Fist. Melee Weapon Attack:
+6 to hit, reach 10 ft., one target. Hit: 11
(2d6+4) bludgeoning damage and the target
must succeed on a DC 14 Strength saving
throw or is knocked prone.
Terrifying Visage. (DC 14;The abomination is too terrifying to behold. It has the Horrifying Visage action (see MM pg. 147; DC 12 or DC 14 for Mandi; affects non-constructs instead of non-undead; no aging effect).
Horrifying Visage. Each non-construct creature within 60 feet of the Hulk that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Hulk's Horrifying Visage for the next 24 hours.
Born in the Shadows. The abomination may use a bonus action to Hide.
Description
The Abominable Hulk
Wondrous item, very rare (requires attunement)
While not a fully independent creature, the abominable hulk acts more like a suit of living armor that grants formidable strength and endurance to its controller. The hulk is made
from the living tissues of many creatures When a creature uses their action to attune the item, the creature is absorbed into the hulk, gaining the following features and adjustments
to its stat block:
Large construct (living); Strength 18 (+4)
AC 13; 75 hit points (separate from the controller’s
hit points). When the hulk is reduced
to 0 hit points, the controller is removed and
lands prone in an unoccupied adjacent space.
Multiattack. The hulk’s controller makes
one attack with its Bull’s Horns and one with
its Ram-Head Fist. It may use Terrifying Visage
in place of one of these attacks.
Hulk. The hulk and its controller have
advantage on Strength and Constitution
checks and saving throws.
Living Armor. The hulk’s controller has
three-quarters cover.
Magic Resistance. The hulk and its
controller have advantage on saving throws
against spells and other magical effects.
Bull’s Horns. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 13 (2d8+4)
piercing damage and the target must succeed
on a DC 14 Dexterity saving throw or is
pushed up to 15 ft. away.
Ram-Head Fist. Melee Weapon Attack:
+6 to hit, reach 10 ft., one target. Hit: 11
(2d6+4) bludgeoning damage and the target
must succeed on a DC 14 Strength saving
throw or is knocked prone.
Terrifying Visage. (DC 14; see Abomination
Features table pg. 11)
The abomination is too terrifying to behold. It has the Horrifying Visage
action (see MM pg. 147; DC 12 or DC 14 for Mandi; affects non-constructs instead of non-undead;
no aging effect).
The abominable hulk is constructed from
the body parts of living victims. This means
there’s a chance that victims can be recovered
from the hulk as long as it still has hit
points remaining. A DC 20 Wisdom (Medicine)
check, greater restoration spell, or
another healing spell of 6th-level or greater
exorcises a victim from the construct. The
removed victim is at 0 hit points and stable.
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