Reckless. At the start of its turn, the blood hulk can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Regeneration. The blood hulk regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the blood hulk takes radiant damage or damage from holy water, this trait doesn't function at the start of the blood hulk's next turn.
Undead Nature. A Blood hulk doesn't require air or water.
Undead Fortitude. If damage reduces the Blood Hulk 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 Blood Hulk drops to 1 hit point instead.
Sunlight Hypersensitivity. The blood hulk takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The blood hulk makes two melee attacks.
Greataxe. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.
Back Slap (On hit). Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. If hit, succeed on a Strength Save (DC 12) or be pushed 10 ft away from the Blood Hulk.
Description
Blood hulks are creatures created by vampiric necromancy. They have a gluttonous thirst for blood, but they also devour the flesh of their victims in sheer rage. A vampire has little control over a blood hulk, as it has difficulty comprehending orders more complicated than a command to attack, so most vampires use blood hulks as frenzied shock troops, keeping them restrained until needed.
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