Zombie Hulk
Usually a zombie hulk is created by starting with the Created to dominate a fight and draw the attention of its
corpse of a large biped, most often an ogre or ogrillon, and target, the hidden purpose of the hulk is to allow the softer
performing a longer ritual than would usually be necessary zombies time to advance, swamping their target in a
for a normal zombie, infusing the corpse with necromantic multitude of undead bodies.
energy to boost and toughen its natural musculature. The Not all zombie hulks are the same though, often the base
effect of this process is to create a being able to withstand creature used will affect the final result of the creation. For
all but the strongest of blows, something capable of staying this reason necromancers will often experiment with
up long after most zombies would have long since ceased different corpses, though naturally the availability of
to move. subjects can be a problem as they get more exotic. Using
something unusual doesn't guarantee better results, though
it may offer unexpected results, and often something
effective can be created from the most basic of creatures.
Undead Nature. A zombie doesn't require air, food,
drink, or sleep.
Zombie Hulk
Large undead, neutral evil
Armor Class 7
Hit Points 168 (16d10 + 80)
Speed 20 ft.
STR DEX CON INT WIS CHA
23 (+6) 5 (-3) 21 (+5) 3 (-4) 6 (-2) 5 (-3)
Saving Throws Con +11, Wis +1
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in
life but can't speak
Challenge 5 (1,800 XP)
Buff. The zombie has advantage on Strength
checks.
Muscle Armour. The heavy bulk of the zombie's
Variant: Zombie Hulks muscle absorbs some of the impact from each
Depending on what a creature was before it blow. When it takes bludgeoning, piercing, or
became a zombie hulk, it may gain the special slashing damage from non-magical weapons it is
characteristics described below. reduced by 5.
Cow The Slam attack becomes a Gore attack,
which does 20 (4d6 + 6) piercing damage. If the Undead Fortitude. If damage reduces the zombie
zombie moves at least 15 feet straight toward a to 0 hit points, it must make a Constitution
target and then hits it with a gore attack on the saving throw with a DC of 5 + the damage taken,
same turn, the target takes an extra 7 (2d6) unless the damage is radiant or from a critical hit.
piercing damage. On a success, the zombie drops to 1 hit point
Ettin The zombie has advantage on Wisdom instead.
(Perception) checks.
Girallon As a bonus action, the zombie can Actions
move up to its speed toward a hostile creature Slam. Melee Weapon Attack: +8 to hit, reach 10
that it can see. ft., one target. Hit: 24 (4d8 + 6) bludgeoning
Oni. The zombie's slam attack is magical. damage.
Owlbear. The Slam attack becomes a Beak
attack, and does piercing damage instead of Rock. Ranged Weapon Attack +8 to hit, range
bludgeoning damage. 60/240 ft., one target. Hit: 22 (3d10 + 6)
Troll. Instead of Muscle Armour, the zombie bludgeoning damage. If the target is a creature, it
regains 10 hit points at the start of its turn. If the must succeed on a DC 17 Strength saving throw
zombie takes acid or fire damage, this trait or be knocked prone.
doesn't function at the start of the zombie's next
turn. The zombie dies only if it starts its turn with
0 Hit Points and doesn't regenerate.
Created by
u/1d6Adventurers for
/r/MonsteraDay
Artwork property of
Valve Corporation