Blood Hulk (5e Creature)

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Blood Hulk[edit]

Large undead, chaotic evil

Armor Class 15 (natural armour)
Hit Points 110 (13d10 + 39)
Speed 40 ft.

18 (+4) 10 (+0) 17 (+3) 5 (-3) 9 (-1) 7 (-2)

Skills Perception +2
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages the languages of its creator
Challenge 8 (3,900 XP)

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:
Forbiddance. The blood hulk can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The blood hulk takes 20 acid damage when it ends its turn in running water.
Sunlight Hypersensitivity. The blood hulk takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Multiattack. 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.

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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