Necrohulk Smasher
Creature 15 (uncommon) — mutant, undead, unholy
Pre-Remaster content. May include legacy alignment.
Mutants with incredible strength make the most powerful necrohulks. These necrohulk smashers are so swollen with biological and alchemical muscle enhancements that they can simply pound their way through enemies. 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 existence, as they're ostra
Source: blood-lords-bestiary (Pre-Remaster)
Perception +25
Skills athletics +32, intimidation +27
Str
+9
Dex
+4
Con
+6
Int
-4
Wis
+4
Cha
+4
AC 36
Fort +29
Ref +23
Will +26
HP 345
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 15
Speed 30 feet
Offense
Melee Fist +30, Damage 4d10+15 bludgeoning
Ranged Rock +25, Damage 4d10+15 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
Attack of Opportunity — Attack Of Opportunity
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.
Rend — Fist
Rend
Smashing Blow — The necrohulk smasher makes a fist Strike. If it hits, the necrohulk smashes the target into the floor or nearby wall. The target takes an additional 6d10 bludgeoning damage, depending on its DC 33 Fortitude save.
**Critical Success** The target takes half of the additional damage.
**Success** The target takes half the additional damage and is Stunned 1.
**Failure** The target takes full additional damage, is Stunned 3, and knocked Prone.
**Critical Failure** The target takes double the additional damage, is stunned 3, and knocked prone.
Throw Rock — Throw Rock
Improved Push — Improved Push
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