Blood Hulk (5e Creature)
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Blood Hulk
Large undead, chaotic evil Armor Class 15 (natural armour)
Skills Perception +2 Reckless. At the start of its turn, the blood hulk can gain advantage on all melee weapon attack rolls 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 or running water. 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. Blood Hulk Weaknesses. The blood hulk has the following flaws: ACTIONSMultiattack. The blood hulk makes two melee attacks. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
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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. Undead Nature. A blood hulk doesn't require air. |
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