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MindForge
2nd June 2008, 11:58 PM
Death Hulk
Elite Brute
Humanoid (Undead)
XP Elite


A death hulk is created from long exposure to necrotic energies. These energies mutate the creature and grant the ability to empower themselves during the exact moment where life leaves its mortal shell.
“Death Hulk” is a template you can apply to any humanoid creature, especially one with the brute role.
The death hulk can be very dangerous in groups of minions that are dying. They are almost always found among inhuman races deep in dungeons.
Prerequisites: Humanoid, level 8

Defenses +2 AC; +2 Fortitude, +4 Will
Immune disease, poison
Resist 5 if below 11th level, 10 necrotic at 11th level, 15 necrotic at 21st level
Saving Throws +2
Action Point 1
Hit Points +10 per level + Constitution score
Regeneration 10, the death hulk cannot regenerate for 1 full round if damaged by fire

Powers
Absorb Vitality (immediate; at-will) aura 5
+4 Str, Gain action point
This ability may be used any time a living creature is reduced to 0 hit points or less. The creature takes 1d6 additional HP and the Death Hulk gains the bonuses related to this power.

Sapping Slam (standard; recharge 5-6)
Level + 5 vs. AC; 2d8 + Strength modifier necrotic damage. In addition, the death hulk gains ½ damage dealt in hp.

MindForge
3rd June 2008, 12:20 AM
Here is an example of the template used to create an elite creature that will be a boss for my group at around level seven or so. It leads a group of gnoll necromantic cultists that are scouring an ancient horse barbarian burial ground area. This particular creature may appear at first as just one of the other gnolls instilling bloodlust in them, then when someone dies he gets tougher and meaner. The characters are probably going to want to get in on him and kill him ASAP. So I made him both a heavy hitter and a leader, this way he can stand toe to toe with them. He is pretty difficult I think, at least in a group he is. If he seems to weak, I might make him a solo creature by strapping on the fighter template - I doubt there will be a need for that though.

Gnoll Demonic Scourge Death Hulk
Elite Humanoid (Undead) Level 8

Initiative +6 Senses Perception +7; low-light vision
Leader of the Pack aura 5; allies in the aura gain a +1 bonus to
attack rolls. While this creature is bloodied, the bonus increases
to +2.
HP 276; Bloodied 138
AC 22; Fortitude 25, Reflex 20, Will 24
Speed 5
Regeneration 10, the death hulk cannot regenerate for 1 full round if damaged by fire.
Immune disease, poison
Resist 5 necrotic
Action Point 1

Heavy Flail (standard; at-will) ✦Weapon (melee)
+13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against
a bloodied enemy, this attack also knocks the target prone; see
also pack attack.

Bloodthirst
If the gnoll demonic scourge bloodies an enemy with a melee attack, an ally adjacent to the enemy can make a melee attack against that enemy as an immediate reaction.

Overwhelming Attack (free; encounter)
The gnoll demonic scourge applies its bloodthirst power to two allies instead of one.

Absorb Vitality (immediate; at-will) aura 5
+4 Str, Gain action point
This ability may be used any time a living creature is reduced to 0 hit points or less. The creature takes 1d6 additional HP and the Death Hulk gains the bonuses related to this power.


Sapping Slam (standard; recharge 5-6)
Level + 5 vs. AC; 2d8 + Strength modifier necrotic damage. In addition, the death hulk gains ½ damage dealt in hp.

Pack Attack
The gnoll demonic scourge deals an extra 5 damage on melee attacks against an enemy that has two or more of the demonic scourge’s allies adjacent to it.

Alignment Chaotic evil Languages Abyssal, Common
Skills Insight +10, Intimidate +13, Religion +10
Str 20 (+9) Dex 14 (+6) Wis12 (+5)
Con 16 (+7) Int 13 (+5) Cha 15 (+6)
Equipment hide armor, heavy fl ail

This gnoll leads weaker gnolls into battle, imparting the benefits of its leader of the pack aura while commanding nearby allies to concentrate their attacks on one target at a time. Like other gnolls, the demonic scourge attempts to shift into a position where it can gain the pack attack bonus. The first time it bloodies a foe and the opportunity to use bloodthirst arises, the demonic scourge uses overwhelming attack.
Any time the gnoll is able he will utilize his absorb vitality power. This gnoll spends action points as quick as he gets them and will wade into melee when his minions are reduced to half strength.

vithgard777
27th June 2008, 08:44 PM
so a group of recently killed minions of a death cult could instantly raise as death hulks? is it a percentage chance or just dm flavor?
just wondering so i could launch it in a campaign. Im glad they made it so much easier to create the beasts we have been envisioning. Other editions made creation too complex. Its good to have ease of use to have free reign on creating.

MindForge
3rd July 2008, 12:33 AM
vith, read it. Creatures just do not become Death Hulks... A Death Hulk gains its power after long term exposure as an undead creautre. A Death Hulk gains power from others dying.
The death hulk isn't really meant to be used in a pack. It makes a creature an elite version of the same level creature. Multiple Death Hulks would be too much for a player party I would think.

vithgard777
3rd July 2008, 05:57 AM
I see. Your right. As well I should read it better before I start jumping to conclusions.