Necrohulk Smasher
Creature 15 (uncommon) — mutant, undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDmutantundead
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; darkvision
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 (void healing, regeneration 15 (deactivated by acid))
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 15
Speed 30 feet
Offense
Melee Fist (reach-10, unarmed) +30, Damage 4d10+15 bludgeoning plus Improved Push
Ranged Rock (brutal) +25, range increment 120 feet, 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) — 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.
Attack of Opportunity —
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.
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
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
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.
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 — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Improved Push —
WORKS WELL WITH
WeaverLANDTempo buffs extend its Alchemical Amplification windows while control magic funnels enemies into reach of its crushing strikes.
MenderLANDVoid Healing pairs with Regeneration for layered sustain that outlasts attrition-based enemy strategies.
ShadeLANDSmashing Blow and Improved Push isolate single targets from the group for a Shade to eliminate without interference.
PUNISHES
✖ clumping✖ standing still
Crasher
Works well with · Punishes · Pairing advice
Unlock with Tactics
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