Blood HulkHD:d12Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Bloodhulk Body, Fragile, Blood Bloated, Bulging Gore, +1 Str |
2 | +1 | +0 | +0 | +3 | Risen Sentry, Retaliate in Kind, +1 Str |
3 | +1 | +1 | +1 | +3 | Not Going Down So Easily, +1 Str |
4 | +2 | +1 | +1 | +4 | Greater Bulging Gore, Throw Object +1 Str |
5 | +2 | +1 | +1 | +4 | Growth, Trample, +1 Str |
6 | +3 | +2 | +2 | +5 | Blood Bag, Meat Shield, +1 Str |
7 | +3 | +2 | +2 | +5 | Bloodiest One There Is, +1 Str |
8 | +4 | +2 | +2 | +5 | Dead Man Standing, Growth, +1 Str |
2 Skill points+Int mod per level, quadruple at 1st level. Class skills: none.
Proficiencies:its own natural weapons only.
Features:
Bloodhulk Body: The Bloodhulk loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with one slam natural attacks dealing 1d8+ 1,5 Str mod damage and base speed of 20 feet
In addition, it gains a bonus to natural armor equal to its Str mod.
Fragile: A Bloodhulk takes an extra 1d6 points of damage whenever it takes at least 1 point of damage from a piercing or slashing weapon.
Blood Bloated: A Bloodhulk gains the maximum hit points possible per Hit Die. In addition, it gains 2 bonus HP per HD, plus an extra 10 HP for the first bloodhulk level. While Bulging Gore is activated, it gains a racial bonus on Intimidate checks equal to its Bloodhulk level.
Bulging Gore: As a swift action, the Blood Hulk can swell its rotting muscles, gaining +2 Str and Powerful Build for 1 round.
Ability Score Increase: The Bloodhulk gains +1 Str at each level, for a total of +8 Str at 8th level.
Risen Sentry: At 2nd level the Bloodhulk gains a racial bonus on Spot and Listen checks equal to its Bloodhulk levels, plus half other levels.
Retaliate In Kind: At 2nd level, when the Bloodhulk is harmed, it may perform a Slam attack as an immediate action against the one that harmed it, as long as it is inside the Bloodhulk's Slam reach.
Not Going Down So Easily: At 3rd level once per round, when the Bloodhulk fails a save or defensive check to prevent harm against itself, it may pay 5 HP or more as a free action. It re-rolls the save/check, gaining a +1 bonus on it for each 5 HP sacrificed, plus an equal bonus on its next Slam attack roll and damage roll performed whitin 1 round.
Greater Bulging Gore: At 4th level, Bulging Gore now grants a +4 bonus to Str and lasts for 1 round or until the bloodhulk takes piercing or slashing damage, whatever lasts longer. You cannot use Bulging Gore again while it lasts.
Throw Object: At 4th level, the Bloodhulk may begin throwing boulders or other large objects. A bloodhulk of at least large size (or medium size with powerful build) can hurl rocks weighing 40 to 50 pounds each (Small objects) with 150 feet range increment. A Huge bloodhuk (or large size with powerful build )can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan bloodhulk (or huge size with powerful build) can hurl rocks of 90 to 120 pounds (large objects). Inanimate objects of similar size and heft may be used as well, but they deal the same damage as a rock of same weight.
Growth: At 5th and 8th level the Bloodhulk grows one size category. It gains an extra +1 Nat armor and 1 HP per HD whenever it grows.
Trample: At fifth level, as a full-round action, The Bloodhulk can move up to twice its movement speed and literally run over any opponents at least one size category smaller than itself. The Bloodhulk merely has to move over the opponents in its path; any creature whose space is completely covered by the Bloodhulk’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Bloodhulk moves over all the squares it occupies.
A trample attack deals bludgeoning damage (the Bloodhulk’s slam damage + 1½ times its Str modifier).
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against the Bloodhulk’s trample attack is 10 + ½ creature’s HD + Bloodhulk’s Str modifier. The Bloodhulk can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Blood Bag: Altough all the fluids inside the bloodhulk aren't specifically toxic or cursed, it's still a lot of blood. At 6th level when the Bloodhulk is harmed it lets out massive gushes of blood, granting it cover and concealment for 1 round, and filling its own squares and adjacent ones with slippery blood that replicates a grease effect for 1 minute, except it only affects creatures smaller than the bloodhulk.
Meat Shield: At 6th level the Bloodhulk can as a swift action design a creature smaller than itself as its “master”. While the master remains adjacent to the Blood Hulk and it has HP and is capable of acting and not flatfooted, all attacks targeted at the master affect the Blood Hulk instead. In the case of area attacks, the Master gains a +6 bonus on saves as long as it remains adjacent to the Blood Hulk. The Master is also immune to ill effects from Blood Bag, as the bloodhulk helps them keep their balance. The bloodhulk may only have one master at a time.
Bloodiest One There Is: A bloodulk's tremendous durablity and great strenth allow them to batter down castle gates, smash apart buildings, and crush smaller creatures. At 7th level the Bloodhulk's trample attack ignores hardness and deals double damage to objects. In addition a number of times per day equal to its Str mod (but no more than 1/round), when it hits an enemy smaller than itself hit by its Slam attack, as a free action it can force them to suceed on a Reflex save with DC 10+1/2 HD+Str mod or having a random part of their body smashed to pulp between arms, legs, wings, head or any other limb (crushed limb cannot be used, leg reduces base/climb/burrow speed by half, if all legs lost speed reduced to 5 feet, lost wings mean no flight, crushed head instantly kills the creature unless they don't need it). Either way each crushed limb also applies a -4 penalty to Str (stacking, to a minimum of 1), and it can only be fixed by fully recovering the creature's HP.
Dead Man Standing: Bloodhulks are corpses reanimated trough an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with unholy endurance. At 8th level the Bloodhulk gains +8 Str while Bulging Gore is activated, and becomes immune to all ill effects (including damage) except for slashing or piercing damage. The bonus on saves from Meat Shield to its master also increases to +10 while Bulging Gore is activated. However any and all resistance/immunity/DR/similar to slashing or piercing damage the Bloodhulk may gain from other source are lost while Bulging Gore is activated from now on.
Soldier, Giant and Crusher in a single class.
The basic bloodhulk is one of those monsters that has a really wicked picture and fluff, but the mechanics are horribly dull. One slam attack per turn and tons of attacks. That's all the MM IV bloodhulk gets, with the diferent versions just having bigger numbers. Someone was paid for that, and I'm doing this for free. I need to work on my business sense.
Anyway, I decided to focus on the tanky aspect, because aparently necromancers love to use them as bodyguards.
It has a lot of defensive abilities and hits hard to boot, being able to throw stuff to deal with pesky fliers if needed. With 20 base speed and no mobility tricks you're not going anywhere fast however.
I also ended up adding the submechanic of Bulging Gore, where the bloodhulk can "flex up" its blood bags to get bigger and stronger, but as soon as someone hits it with something sharp, it deflates back to normal.
So if you want to play a rotting meat shield, the Bloodhulk's for you!