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Hulk-Spawn

Huge aberration, chaotic evil

AC
17
HP
184
Speed
30
CR
11

Hulkheart sheds splinters and they do not rot. A hulk-spawn is a shed timber that kept growing opinions: rope for sinew, tar for blood, a maw where the bung-hole used to be. It follows the tide out and waits where the fences funnel fish, and fishermen.


Armor Class 17 (tarred timbers)

Hit Points 184 (16d12 + 80)

Speed 30 ft., swim 40 ft.


STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
14 (+2)
CHA
8 (-1)

Saving Throws Con +9, Str +10

Skills Athletics +10

Damage Resistances cold, necrotic

Senses darkvision 60 ft., passive Perception 12

Languages understands Common but cannot speak

Challenge 11


Traits

Regenerative Hull. The spawn regains 10 hit points at the start of its turn if it has at least 1 hit point. If it took Fire damage since the end of its last turn, this trait does not function at the start of its next turn.

Siege Maw. The spawn deals double damage to objects and structures.

Actions

Multiattack. The spawn makes one bite attack and two hull slam attacks.

Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 24 (4d8 + 6) Piercing damage. If the target is Large or smaller it is grappled (escape DC 18).

Hull Slam. Melee Attack Roll: +10, reach 10 ft. Hit: 24 (4d8 + 6) Bludgeoning damage.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022