Haze Hulk, Hunter

Dungeons of Drakkenheim p. 200 (Third Party)

Size
Large
Type
aberration
Alignment
unaligned
AC
15 (natural armor)
Hit Points
95 (10d10+40)
Speed
walk 40 ft.
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Common
Challenge
4
Lineage
Haze
STR
21
+5
DEX
10
+0
CON
18
+4
INT
7
−2
WIS
10
+0
CHA
6
−2

Traits

Proficiency Bonus

+2

Invisibility

The hunter magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the hunter wears or carries is invisible with it.

Reel

As a bonus action the hunter pulls each creature grappled by it up to 25 feet straight toward it.

Actions

Multiattack

The haze hulk makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Lashing Tendrils

Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once.

Spells

invisibility

Other data

description

Delerium dregs continue to be wracked with new mutations. Eventually, many simply collapse into a mewling mass of flesh and organs and become gibbering mouthers. Others grow into much larger and twisted forms.