Necrohulk Flailer
Creature 13 (uncommon) — mutant, undead, unholy
Pre-Remaster content. May include legacy alignment.
Additional limbs, failing tentacles, and rubbery bodies are common among Mana Wastes mutants, and aspiring necrohulk creators like to combine flesh from more than one of these kinds of mutants to create gangly but powerful warriors. The strange, terrible energies swirling about on the winds and embedded in the earth of the Mana Wastes have led to unexpected changes and mutations in the bodies of those who dwell there. These mutants usually have little chance to escape their hardscrabble existen
Source: blood-lords-bestiary (Pre-Remaster)
Perception +23
Skills acrobatics +27, athletics +26
Str
+7
Dex
+8
Con
+5
Int
-4
Wis
+4
Cha
+0
AC 32
Fort +23
Ref +26
Will +20
HP 295
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 15
Speed 30 feet, climb 25 feet
Offense
Melee Tentacle +27, Damage 3d8+13 bludgeoning
Melee Fist +26, Damage 3d12+13 bludgeoning
Abilities
Alchemical Cartridge (alchemical) — Critical hits rupture the necrohulk's alchemical cartridge. The first time the necrohulk takes a critical hit, it loses its regeneration. The second time it takes a critical hit, it takes 15 persistent acid{15} damage that it can't heal unless the cartridge is stitched back into place.
Regeneration 15 (Deactivated by Acid) — Regeneration
Void Healing — Negative Healing
Alchemical Amplification (alchemical) — Frequency once per hour
Effect The necrohulk draws upon alchemical stores to push its body into overdrive. It becomes Quickened for 1d4 rounds. It can use this extra action to Step, Stride, or Strike.
Constrict — 6d6 bludgeoning, DC 32 Fortitude
Constrict
Tentacle Storm — The necrohulk flailer makes up to four tentacle Strikes, each against a different target. These attacks count toward its multiple attack penalty, but the penalty doesn't increase until after the necrohulk makes all of these attacks.
Grab — Grab
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