View Full Version : Bloodhulk Champion [Monster]

2007-08-06, 05:40 PM
Hi everyone, here's a new creation I want to throw out there: The Bloodhulk Champion. I loved the Bloodhulk and other creatures in the MM IV and so decided to try and enhance it a little myself. As such, I give you a more powerful version of the Bloodhulk that will keep players on their toes.

Bloodhulk Champion CR 12
Always NE Huge Undead
Init -2 Senses Darkvision 60ft.; low-light vision; Listen +0, Spot +0
Languages Understands creators orders
AC 20, touch 6, flat footed 20
(-2 size, -2 Dex, +14 Natural)
HP 480 (30 HD)
Immune Undead Immunities
Fort +10 Ref +8 Will +17
Weakness Fragile
Speed 30ft. (6 squares)
Melee Slam +35 (3d6+30)
Space 15ft.; Reach 15ft.
Base Atk +15; Grp +43
Abilities Str 50, Dex 6, Con -, Int -, Wis 10, Cha 1
SQ Amalgamation, Blood Bloated, undead traits
Feats -
Skills Listen +0, Spot +0
Advancement See text
Amalgamation (Ex) A Bloodhulk Champion is more than one creature, created from an additional amount of undead body-parts fused into its carcass. The different types of Champions are detailed below.
Blood Bloated (Ex) A Bloodhulk Champion receives maximum hit points per Hit Die, plus an additional 4 hit points per Hit Die.
Fragile (Ex) Any time a Bloodhulk Champion takes at least 1 point of piercing or slashing damage, it takes an additional 1d6 points of damage
Siphon Unlife A Bloodhulk Champion can heal itself by draining negative energy from the undead creature fused to it. In doing so, it heals 5 hit points by draining away one hit die from the creature attached to it.

Amalgamation Variants
Note: Unless stated otherwise, the undead creature fused to the Bloodhulk ceases animation at the same time as the Bloodhulk. As a part of the creation process, the fused creature has its source of negative energy become the Bloodhulk, and, as a result, cannot survive without its host. To create each variant, the creator must also provide additional materials on top of those used to create the Champion, all of which are detailed below.

Recombinant - The monstrosity affected by this variant has, on its back, a large mass of limbs and bodyparts that screech and scream in constant, earsplitting agony. This Bloodhulk Champion has a 4 HD Necrosis Carnex fused into its back. The Carnex loses its ability to attack and is considered a part of the Bloodhulk Champion. This gives the Bloodhulk Champion healing each round equal to 1d6+4 and inflicts a -2 penalty on all attacks made within 30 feet of it. The Carnex can no longer be attacked on its own but by dealing 30 points of damage to its arms and legs, it can be cut free, causing it to be torn off from its feeding source and die once more.

Deliverance - This variant is uglier than a normal Bloodhulk, if that is possible, and is constantly throbbing as if to the beating of a dozen or more hearts and organs pulsing under its oily skin. Upon ceasing animation, the Bloodhulk Champion breaks apart and each of the bones and organs used in it recombines with used-up flesh and organs, creating two Sanguineous Drinkers (MM V) from the remains. If the creature is destroyed with a spell that consumes the body, such as Disintegrate, the Drinkers are destroyed before forming.

Destroyer - This variant sloshes disturbingly across the battlefield, its form distended, great swells around the neck and places where the muscles rest within it. This Bloodhulk Champion contains within it great stores of additional blood that swell rapidly when the creature expires. Upon ceasing animation, it swells vastly and bursts, dealing 15d6 points of damage, half piercing and half bludgeoning, to every creature within 30 feet (DC 25 Reflex Save for Half Damage).

Methods of Creation
Unlike normal Bloodhulks, a Bloodhulk Champion is not created from three Huge bodies, but is rather made from 45 Medium Humanoids or 90 Small Humanoids, with 15 or 30 being used only to collect blood respectively. To create the Champion, the creator must strip the flesh from every one of the creatures and then break down the bodies in vats of alchemical fluids, costing roughly 2000 GP. Then, at the end of three days, the bones are removed from the now inert fluid vats and placed in great collections, with the bones carefully piled together to form a massive congregated skeleton shape atop the torn skin. After this lengthy process, usually taking two days if done by one person, the creator then casts Create Undead. The Bloodhulk Champion is then magically assembled as its bones merge together in a twisted mockery of a growing fetus and the skin stitches itself together into an oily coat. Then, finally, the blood fills it and assumes the form of muscles and a circulatory system in a crude mockery of life.

Variant Creation
Recombinant - To create a Recombinant, a Necrosis Carnex must also be created by the caster beforehand (See MM IV for details) and effectively becomes another material component in the casting.
Deliverance - To create a Deliverance variant, the creator must spend an additional 500 GP purchasing vats that leave the organs of the creature used intact, which are then placed in their proper places on the final assembly.
Destroyer - To create a Destroyer, the creator must cut apart the bodies of the humanoids to be used in the actual physical and set them in place. This reduces creation time by a day and reduces the cost of creation from 2000 GP to 500.

So, opinions? And anyone who seeks to use this in a game, please notify me. It's not that I will stop you from using it, unless you plan to claim it as your own, but that I want to know if someone considers it good enough to use. Thanks for your time!