Undead Fortitude. If damage reduces the Bloodhulk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Revitalizing Blood: The Bloodhulk may use an action to consume a corpse, regaining 1D10 hit points upon doing so. The remains of Undead and Constructs are not available for this ability.
Attacks:
Multiattack: The Bloodhulk may make 2 unarmed attacks and one bite.
Unarmed Attack: The Bloodhulk punches with his fists. Hit 8 (1D8 +4) Damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Acid Breath (Recharge 5–6). The Bloodhulk spews acidic blood in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Description
Bloodhulks were originally evil, fanatical, shamanistic humans or similar creatures whom others had come to worship as a god, and had too many sacrifices made to them. When they die, the gallons of blood from those sacrificed to them begins to run in their veins, and they arise as oozing, hulking, misshapen abominations. Bloodhulks resemble, albeit very vaguely, humans. So full of blood has their muscles, skin, sinew and such become, however, that they look nothing short of mutated, and their identity is completely lost.
When fighting Bloodhulks are known to spew acidic blood at their attackers, or to use their massive size to crush their enemies.
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