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Hulkheart

Huge construct, unaligned

AC
18
HP
184
Speed
30
CR
10

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 184 (16d12 + 80)

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 Attack Roll: +9, reach 15 ft. 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.

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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