Hulkheart
Huge construct, unaligned
The decommissioned customs hulk was supposed to be an office, then a storehouse, then firewood that nobody bothered to split. Something in the keel kept a slow count through all of it and woke up owed. Hulkheart does not leave its mud berth; it sends the berth out to argue.
Armor Class 18 (hulk planking and chain)
Hit Points 207 (18d12 + 90)
Speed 30 ft.
- STR
- 20 (+5)
- DEX
- 8 (-1)
- CON
- 20 (+5)
- INT
- 6 (-2)
- WIS
- 12 (+1)
- CHA
- 6 (-2)
Saving Throws Con +9, Str +9
Skills Athletics +9
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands Common but cannot speak
Challenge 10
Traits
Siege Hull. Hulkheart deals double damage to objects and structures.
Spawn Bulwark. When Hulkheart would take damage from an attack, it can redirect up to 15 of that damage to one piece of animated debris within 10 feet of it. The debris is destroyed when it has absorbed 30 damage in total.
Immutable Form. Hulkheart is immune to any spell or effect that would alter its form.
Actions
Multiattack. Hulkheart makes two deck-slam attacks.
Deck Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 32 (5d10 + 5) bludgeoning damage.
Heave Ballast (Recharge 5–6). Hulkheart sheds chain and stone. Each creature within 20 feet must make a DC 17 Dexterity saving throw, taking 44 (8d10) bludgeoning damage on a failure, or half as much on a success.





