Hulk-Spawn
Huge aberration, chaotic evil
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 218 (19d12 + 95)
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 Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is Large or smaller it is grappled (escape DC 18).
Hull Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.





