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Necrohulk Flailer

Creature 13 (uncommon) — mutant, undead, unholy

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDVERTICALundeadunholymutant

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; darkvision
Languages common, necril
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 (void healing, regeneration 15 (deactivated by acid))
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 15
Speed 30 feet, climb 25 feet

Offense

Melee Tentacle (agile, reach-15, unarmed) +27, Damage 3d8+13 bludgeoning plus Grab
Melee Fist (reach-10, unarmed) +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) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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

WORKS WELL WITH

MenderLAND / VERTICALMender supports regeneration and patches the slashing weakness that bypasses Void Healing.
ShadeLAND / VERTICALShade isolates priority targets for the Flailer's Constrict and Tentacle Storm multi-target burst.
WeaverLAND / VERTICALWeaver debuffs Fortitude saves to improve Constrict damage consistency.

PUNISHES

✖ clumping✖ bleed✖ death effects✖ disease✖ paralyze✖ poison
Tentacle Storm already crowds; multiple Crashers may leave tactical flexibility gaps.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #185: A Taste of Ashes.

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