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Necrohulk Smasher

Mutants with incredible strength make the most powerful necrohulks. These necrohulk smashers are so swollen with biological and alchemical muscle enhancements that they can simply pound their way through enemies.

Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Necrohulk SmasherCreature 15

Legacy Content

Uncommon NE Large Mutant Undead 
Source Pathfinder #185: A Taste of Ashes pg. 87
Perception +25; darkvision
Skills Athletics +32, Intimidation +27
Str +9, Dex +4, Con +6, Int -4, Wis +4, Cha +4
AC 36; Fort +29, Ref +23, Will +26
HP 345 (negative healing), regeneration 15 (deactivated by acid); Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses slashing 15
Alchemical Cartridge (alchemical) Critical hits rupture the necrohulk's alchemical cartridge. The first time the necrohulk takes a critical hit, it loses its regeneration. The second time it takes a critical hit, it takes 15 persistent acid damage that it can't heal unless the cartridge is stitched back into place.Attack of Opportunity [reaction]
Speed 30 feet
Melee [one-action] fist +30 [+25/+20] (reach 10 feet), Damage 4d10+15 bludgeoning and Improved KnockbackRanged [one-action] rock +25 [+20/+15] (brutal, range increment 120 feet), Damage 4d10+15 bludgeoningAlchemical Amplification [free-action] (alchemical) Frequency once per hour; Effect The necrohulk draws upon alchemical stores to push its body into overdrive. It becomes quickened for 1d4 rounds. It can use this extra action to Step, Stride, or Strike.Rend [one-action] fistSmashing Blow [two-actions] The necrohulk smasher makes a fist Strike. If it hits, the necrohulk smashes the target into the floor or nearby wall. The target takes an additional 6d10 bludgeoning damage, depending on its DC 33 Fortitude save.
Critical Success The target takes half of the additional damage.
Success The target takes half the additional damage and is stunned 1.
Failure The target takes full additional damage, is stunned 3, and knocked prone.
Critical Failure The target takes double the additional damage, is stunned 3, and knocked prone.
Throw Rock [one-action]

Sidebar - Related Creatures Undead Fleshwarps

Muscular fleshwarps are the most common ancestry used to make necrohulk smashers. These people have often already experienced lives of rejection or exclusion before the final indignity of unwanted reanimation.

All Monsters in "Necrohulk"

NameLevel
Necrohulk Flailer13
Necrohulk Smasher15

Necrohulk

Source Pathfinder #185: A Taste of Ashes pg. 86
The strange, terrible energies swirling about on the winds and embedded in the earth of the Mana Wastes have led to unexpected changes and mutations in the bodies of those who dwell there. These mutants usually have little chance to escape their hardscrabble existence, as they're ostracized by other societies. People in the kingdom of Nex to the north look on such folk with suspicion, as do the dwarves of Alkenstar to the west. Surprisingly, the undead nation of Geb to the south is often the best hope for a future among people with unusual appearances.

Those who flee to Geb or are convinced to make it their home frequently find their welcome to be a false promise, however. Necromancers who long ago tired of animating the same humanoids find new potential in mutated flesh, and mutants who aren't careful might find themselves led into laboratories or crypts for experimentation.

Enterprising twilight sages of Yled's Mortuarium have innovated bizarre combinations of alchemy and necromancy that boost their victims' mutations to persist even after reanimation. Although these necrohulks are virtually mindless and require a constant influx of chemicals to retain their might, they're more than powerful enough to make the extremely difficult process worth the effort. The cartridge containing the alchemical formulation that sustains them is perhaps the trickiest part of necrohulk animation, and it's easiest to simply stitch the cartridge right into the necrohulk's flesh.

Yled's armies contain a growing number of necrohulks. This isn't solely because these juggernauts are frightening effective combatants on the field of battle; leveraging the instinctive revulsion that mutants create carries some strategic advantage. Although the occasional necrohulks do run amok in Yled, addled on the chemical cocktails that sustain them, military necromancers generally keep them under control.