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
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.