Void Hulk by Bobby Nichols
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft.
AC: 13 (-1 size, +4 natural)
Attacks: 2 claw +9 melee, bite +4 melee
Damage: Claw 1d8+4, bite 2d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend
Special Qualities: Acid, tremorsense
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 19, Dex 10, Con 17, Int 8, Wis 8, Cha 8
Skills: Climb +12, Hide +4, Jump +10, Listen +3, Search +1, Spot +3
Feats: Power Attack

Environment: Any land
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)


The soldier of the hive, a killing, destroying machine.

Looking like a large bipedal bug, the void hulk stand 10' tall and has two large clawed hands. It has two compond eyes that whirl with multi-colored lights. The hulk is slow and doesn't move very fast. But when it attacks something, it keeps on attacking until its target or it are killed.

Combat
The void hulks are the guardians of the hive. they protect the queen and the queen's nest. occasionally a group of hulks will be sent from the nest to accomplish some goal (usually to remove something irritating the hive). the void hulk is a simple fighter, having only enough intelligence to perform basic combat maneuvers (such as flanking), but not enough fore more complex actions 9such as ambushes).

Aberrations have darkvision with a range of 60 feet.


Rend (Ex) If a void hulk hits with both claw attacks, it latches on to the opponant's body and tears the flesh. this attack automatically does and additional 2d6+6 points of damage.
Tremorsense (Ex) Void hulks can automatically sense the location of anything within 60 feet that is in contact with the ground.

Society

This creature has been play tested.
This is not a kender type creature.

 



Wander Home