> [!note| no-i c-brown bg-brown table-clean] # Gorehulk > | AC | HP | HD | MV > | :-: | :-: | :-: | :-: | > | 16 | 74 | `dice: 15d8+7` | 30 | > > | Str | Dex | Con | Int | Per | Wil | Cha | Luc | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 21 (+4) | 6 (-2) | 22 (+4) | - | 10 (0) | - | - | 12 | > > > [!note|no-i bg-gray no-t] > > - **Fist (2):** `dice: 3d6` > > - **Throw:** Hurl boulder, carts, etc up to Very Far range for `dice: 5d6` damage. > > - **Absorb:** Target must succeed on a *Luck* (Dex) save or become trapped in the Gorehulk's flesh amalgam; each round the target takes `dice: 4d4` poison damage -- if they are reduced to 0 hit points while trapped they are absorbed by the Gorehulk (instant death) and it is healed hit points equal to the creature's hit point maximum. > > - **Nat 19:** Instantly absorb the target. > > - **Bone-Viscera Vomit:** Close range, targets in a Close area suffer `dice: 10d6` damage (*Luck* (Con) save for half), recharges when *[[Wounded]]*. > > - **Boss Traits:** > > - **Quick:** PCs must roll a Great Success on their Initiative check to go before the Gorehulk. > > - **Double HP:** The Gorehulk doubles its hit points. > > - **Off Turn Attacks:** The Gorehulk makes Off Turn Attacks (once after each PC). > > - **Major Exploit Protection:** The Gorehulk is immune to Major Exploits until *[[Wounded]].* > > - **Stronger Luck:** The Gorehulk may make a *Luck* save to completely negate (or mitigate, GM’s call) any adverse spell, ability, exploit, or other effect (even if a save is not normally allowed). > > - **Rerolls:** The Gorehulk has `dice: 1d4+1` Rerolls available at the time combat commences. Rerolls may be used for any of its rolls. > > - **Magical Resistance:** 50% `dice: 1d100`Magic Resistance and 50% `dice: 1d100`chance of negating non-magical weapon hits. > > - **Hunger for Blood:** *Lightning* grants *[[Hunger for Blood]]* instead of damaging the Gorehulk. > > > > > | Number Appearing | Reaction | > | :-: | :-: | > | 1 | As creator’s orders. |