Ruin Hulk

large monstrosity, chaotic neutral

D&D 5.5 / SRD 5.2

Challenge 8 (3,900 XP)

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STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
6 (-2)
WIS
14 (+2)
CHA
10

Defense

Armor Class
15 (natural armor)
Hit Points
105 (10d10 + 50 +5)
Speed
30 ft., climb 30 ft.

Proficiencies & Senses

Saving Throws Str +8, Con +8
Skills
Athletics +8, Perception +5, Intimidation +3
Senses
darkvision 60 ft.
passive Perception 15

Characteristics

Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Languages

Traits and Actions

Spider Climb

Trait
The hulk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Siege Monster

Trait
The hulk deals double damage to objects and structures.

Magic Resistance

Trait
The hulk has advantage on saving throws against being charmed, frightened, or paralyzed.

Fist Slam

Action
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Tentacle Lash

Action
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be grappled (escape DC 16).

Combat Behavior

Tactics


• The ruin hulk charges into the densest cluster of enemies, using its Fist Slam to knock them prone and its Tentacle Lash to grapple spellcasters or ranged attackers.
• It uses its Siege Monster trait to smash through walls and buildings, creating escape routes or collapsing structures on enemies.
• If reduced to half hit points, it becomes enraged, prioritizing attacking structures and causing maximum collateral damage.

Monster Description

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Monster behavior

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Ecology

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History

Ruin hulks are said to be created from the remnants of ancient war constructs infused with chaotic elemental energy. They are drawn to places of conflict and destruction, feeding on the chaos they cause.

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