December 19, 2025
Description
Lore: The Flesh Hulk
Origin: Deep within forgotten caverns, where aberrant magic seeps into the earth, the Flesh Hulk was born from a failed experiment to create a perfect guardian. Its creators fused giant physiology with eldritch flesh-shaping rituals, resulting in a hulking monstrosity devoid of a head, relying on heightened senses and raw strength to hunt.
Appearance: A towering, headless brute with sinewy muscles and pallid, scarred flesh. Its massive arms drag across the ground, and its clawed fingers can crush stone. Despite lacking eyes, it perceives vibrations and scents with uncanny precision.
Behavior: Flesh Hulks are territorial predators. They stalk silently, ambushing prey with overwhelming force. They despise loud noises and bright light, which cause them to thrash violently. Some cults worship them as avatars of primal strength, offering sacrifices to appease their wrath.
Role in Campaigns:
Guardian Beast: Protecting ancient ruins or forbidden vaults.
Hunted Horror: A relentless predator stalking the party through dark wilderness.
Cursed Creation: A tragic remnant of magical hubris, hinting at deeper arcane corruption.
Stat Block: Flesh Hulk
Huge Monstrosity, Unaligned
Armor Class: 15 (Natural Armor)
Hit Points: 210 (20d12 + 80)
Speed: 40 ft.
STR 24 (+7) | DEX 10 (+0) | CON 18 (+4) | INT 3 (-4) | WIS 14 (+2) | CHA 5 (-3)
Saving Throws: Str +11, Con +8
Skills: Perception +6
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Frightened
Senses: Blindsight 60 ft., Passive Perception 16
Languages: Understands Deep Speech but cannot speak
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Headless Awareness: The Flesh Hulk cannot be blinded or deafened.
Vibration Sense: Detects creatures moving within 60 ft. through ground vibrations.
Magic Resistance: Advantage on saving throws against spells and magical effects.
Multiattack: The Flesh Hulk makes two Slam attacks.
Slam: Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 28 (4d10 + 7) bludgeoning damage.
Crushing Grip (Recharge 5–6): The Flesh Hulk grabs a creature within 10 ft.
Target must succeed on a DC 19 Strength save or be grappled and restrained.
On subsequent turns, the Flesh Hulk can crush the target for 36 (6d10 + 7) bludgeoning damage.
Move: The Flesh Hulk moves up to half its speed without provoking opportunity attacks.
Thrash: All creatures within 10 ft. must make a DC 17 Dex save or take 14 (4d6) bludgeoning damage.
License:
Creative Commons — Public Domain