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Necrohulk SmasherCreature 15


UncommonNELargeMutantUndead
Source Pathfinder #185: A Taste of Ashes
Perception +25 (darkvision)
Languages none
Skills Athletics +32, Intimidation +27
Str +9, Dex +4, Con +6, Int -4, Wis +4, Cha +4

AC 36; Fort +29; Reflex +23; Will +26;
HP 345 (negative healing, regeneration 15 (deactivated by acid)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Slashing 15

Fist One Action +30 (+25, +20) to hit (reach 10) 4d10+15 Bludgeoning
Rock One Action +25 (+20, +15) to hit (brutal, range increment 120) 4d10+15 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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 Damage that it can't heal unless the cartridge is stitched back into place.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

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 Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Alchemical Amplification Free Action (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.

Rend One Action

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.

Smashing Blow Two Actions

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.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Improved Push Free Action

The monster can use Push as a free action triggered by a hit with its initial attack.


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 ostracized by other societies. People in the kingdom of Nex to the north look on such folk with suspicion, as do the dwarves of Alkenstar to the west. Surprisingly, the undead nation of Geb to the south is often the best hope for a future among people with unusual appearances.

Those who flee to Geb or are convinced to make it their home frequently find their welcome to be a false promise, however. Necromancers who long ago tired of animating the same humanoids find new potential in mutated flesh, and mutants who aren't careful might find themselves led into laboratories or crypts for experimentation.

Enterprising twilight sages of Yled's Mortuarium have innovated bizarre combinations of alchemy and necromancy that boost their victims' mutations to persist even after reanimation. Although these necrohulks are virtually mindless and require a constant influx of chemicals to retain their might, they're more than powerful enough to make the extremely difficult process worth the effort. The cartridge containing the alchemical formulation that sustains them is perhaps the trickiest part of necrohulk animation, and it's easiest to simply stitch the cartridge right into the necrohulk's flesh.

Yled's armies contain a growing number of necrohulks. This isn't solely because these juggernauts are frightening effective combatants on the field of battle; leveraging the instinctive revulsion that mutants create carries some strategic advantage. Although the occasional necrohulks do run amok in Yled, addled on the chemical cocktails that sustain them, military necromancers generally keep them under control.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.