Author Topic: Bloodhulk  (Read 6841 times)

Offline oslecamo

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Bloodhulk
« on: March 23, 2013, 08:14:54 PM »
Blood Hulk


HD:d12
Level BAB Fort Ref Will Feature
1+0+0+0+2Bloodhulk Body, Fragile, Blood Bloated, Bulging Gore, +1 Str
2+1+0+0+3Risen Sentry, Retaliate in Kind, +1 Str
3+1+1+1+3Not Going Down So Easily, +1 Str
4+2+1+1+4Greater Bulging Gore, Throw Object +1 Str
5+2+1+1+4Growth, Trample, +1 Str
6+3+2+2 +5Blood Bag, Meat Shield, +1 Str
7+3+2+2 +5Bloodiest One There Is, +1 Str
8+4+2+2 +5Dead 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.
(click to show/hide)

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.

(click to show/hide)
« Last Edit: May 13, 2014, 08:53:34 AM by oslecamo »

Offline Concerned Ninja Citizen

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Re: Bloodhulk
« Reply #1 on: March 23, 2013, 08:58:01 PM »
I like it. You seem to have an inexhaustible ability to take a pile of numbers with fluff and turn it into something mechanically interesting.

This one particularly grabs me. I really like the retaliate and bulging gore abilities as well as the guardian related ones.

Would you suggest altering Blood Bloated at all for campaigns where characters already get max HP per HD?

For Blood Bag, does the Hulk's Powerful Build count towards whether a creature is currently considered smaller than it or not?

Dead Man Standing includes this line:

Quote
At 8th level the Bloodhulk gains +8 Str while Bulging Gore is activated, and becomes immune to all ill effects ill effects (including damage) except for slashing or piercing damage.

And just to make sure I'm reading it right, that makes the hulk immune to all energy damage (including untyped), bludgeoning weapon damage, all status conditions and negative effects of failed (or successful) saves (that it wasn't already immune to via the undead type.)

Does it include things that don't deal damage or inflict a condition but still might be classified as negative effects (being pushed back by a bull rush, for example)?

Offline oslecamo

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Re: Bloodhulk
« Reply #2 on: March 23, 2013, 09:21:14 PM »
If the campaign already grants full HP by default, I would sugest something along the lines of extra 6 HP per HD beyond the first.

Powerful build wouldn't count for Blood Bag (just because you can look bigger, you still can't get more blood inside you).

Fixed typo, and yes  you're shrugging off energy and untyped and being pushed around. You have to gring sharp stuff of some kind to stop advanced bloodhulks. Altough just to be more on the safe side, put in a clause that you can't benefit from any particular resistance/immunity/DR/similar against slashing or piercing damage when Blood Bulge is activated with Dead Man Standing.

Offline bobthe6th

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Re: Bloodhulk
« Reply #3 on: March 31, 2013, 11:45:23 AM »
This looks fun, but the throwing is funky. A flat range isn't cool... why not specify it is a throwing weapon with 120ft range increment(600ft at 5 range increments).
avatar by Szilard, thank you sir for the fine work!

my home brew.  you should PEACH them...
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Offline oslecamo

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Re: Bloodhulk
« Reply #4 on: March 31, 2013, 04:15:55 PM »
Done.

Offline bobthe6th

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Re: Bloodhulk
« Reply #5 on: March 31, 2013, 09:48:27 PM »
ok, wait 150ft reach? the term is a thrown weapon with a 120ft range increment. Otherwise it sounds like a huge reach weapon... Might want to clarify the damage for the stone. isn't it like 5d6?

Also, BOTi seems a bit like a easy insta kill... why not hand out free awesome blow? Or a x4 crit...

avatar by Szilard, thank you sir for the fine work!

my home brew.  you should PEACH them...
Telekineticist
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Offline Concerned Ninja Citizen

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Re: Bloodhulk
« Reply #6 on: April 01, 2013, 03:46:48 AM »
It only works on smaller creatures, it requires a hit with your slam (which you only ever get one of, so only 1/rnd), it offers a save and it's random, so a humanoid creature only has a 20% chance of being killed on a failed save.

Considering that there are other classes in the project who get at will save or die effects at a similar level, I think it's ok.

That being said, if it needed toning down, I would either remove the possibility of crushing the head or change the effect to a stun or similar.

If a creature with evasion passed the save would they negate the attack damage?

Offline bobthe6th

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Re: Bloodhulk
« Reply #7 on: April 01, 2013, 11:26:21 AM »
+1 slam for retaliation.

It just seems odd, as no other big thing with a big bludgeon does this.
avatar by Szilard, thank you sir for the fine work!

my home brew.  you should PEACH them...
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Offline Concerned Ninja Citizen

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Re: Bloodhulk
« Reply #8 on: April 01, 2013, 11:34:07 AM »
And AoOs would up that as well. Even so, that's fewer than being able to do something like that with a manufactured weapon.

Iron Golem gets a similar ability, though it's a straight save or die (not random) and is capped at str mod times/day.

Talking through it I think some sort of limit on the ability might be a plan. Str mod/day maybe.

Offline oslecamo

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Re: Bloodhulk
« Reply #9 on: April 02, 2013, 11:32:10 AM »
Out daily limit in then, fixed reach typo.