Haze Hulk, Hunter

Dungeons of Drakkenheim p. 200 (Third Party)

Tamaño
Grande
Tipo
aberration
Alineamiento
sin alineamiento
CA
15 (natural armor)
Puntos de golpe
95 (10d10+40)
Velocidad
walk 40 ft.
Sentidos
darkvision 60 ft.
Percepción pasiva
10
Idiomas
Common
Desafío
4
Linaje
Haze
FUE
21
+5
DES
10
+0
CON
18
+4
INT
7
−2
SAB
10
+0
CAR
6
−2

Rasgos

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.

Acciones

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.

Conjuros

invisibility

Otros datos

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.