Actions/Abilities/Traits: (Pathfinder 2e) (Necrohulk Flailer)
Ability
Alchemical Amplification
Frequency: once per hour
Effect: The necrohulk draws upon alchemical stores to push its body into overdrive. It becomes quickened for 1d4 rounds. It can use this extra action to Step, Stride, or Strike.
Ability
Alchemical Cartridge
(alchemical) Critical hits rupture the necrohulk's alchemical cartridge. The first time the necrohulk takes a critical hit, it loses its regeneration. The second time it takes a critical hit, it takes 15 persistent acid damage that it can't heal unless the cartridge is stitched back into place.
Ability
Constrict
6d6 bludgeoning, DC 32
Ability
Tentacle Storm
The necrohulk flailer makes up to four tentacle Strikes, each against a different target. These attacks count toward its multiple attack penalty, but the penalty doesn't increase until after the necrohulk makes all of these attacks.
Offense
Melee
Circumstance: combat round (melee)
tentacle +27 [+23/+19] (agile, reach 15 feet), Damage 3d8+13 bludgeoning plus Grab
Trait
Mutant
The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
Common
Necril
Perception
darkvision
Weakness
slashing 15
Actions/Abilities/Traits: (Pathfinder 2e) (Necrohulk Smasher)
Ability
Alchemical Amplification
Frequency: once per hour
Effect: The necrohulk draws upon alchemical stores to push its body into overdrive. It becomes quickened for 1d4 rounds. It can use this extra action to Step, Stride, or Strike.
Ability
Alchemical Cartridge
(alchemical) Critical hits rupture the necrohulk's alchemical cartridge. The first time the necrohulk takes a critical hit, it loses its regeneration. The second time it takes a critical hit, it takes 15 persistent acid damage that it can't heal unless the cartridge is stitched back into place.
Ability
Attack of Opportunity [Reaction]
Ability
Rend
fist
Ability
Smashing Blow
The necrohulk smasher makes a fist Strike. If it hits, the necrohulk smashes the target into the floor or nearby wall. The target takes an additional 6d10 bludgeoning damage, depending on its DC 33 Fortitude save. Critical Success The target takes half of the additional damage. Success The target takes half the additional damage and is stunned 1. Failure The target takes full additional damage, is stunned 3, and knocked prone. Critical Failure The target takes double the additional damage, is stunned 3, and knocked prone.
Ability
Throw Rock
Offense
Melee
Circumstance: combat round (melee)
fist +30 [+25/+20] (reach 10 feet), Damage 4d10+15 bludgeoning and Improved Knockback
Offense
Ranged
Circumstance: combat round (ranged)
rock +25 [+20/+15] (brutal, range increment 120 feet), Damage 4d10+15 bludgeoning
Trait
Mutant
The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Perception
darkvision
Weakness
slashing 15