Gloomium-Chrome Hulk | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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The Ninth World, Home-brew, Stranger Things

Gloomium-Chrome Hulk CR: 13 (10,000 XP)

Large monstrosity (elemental), chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 190 ( 15d10+45 )
Speed: 40 ft , burrow: 20 ft

STR

21 +5

DEX

13 +1

CON

17 +3

INT

9 -1

WIS

14 +2

CHA

10 +0

Saving Throws: DEX 1d20+5 , CON 1d20+8 , CHA 1d20+5
Skills: Perception 1d20+12
Damage Resistances: acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't chrome (silvered]
Damage Immunities: fire, poison (radiation)
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 22
Languages: Terran, Umber Hulk
Challenge Rating: 13 (10,000 XP)

Ambusher. In the first round of combat, or any time the targets lose sight of the hulk, and he is higher in the initiative order (including if characters delay their turns) the ebon hulk has advantage on attack rolls against any creature it surprised or moved ahead.   Confusing Gaze. When a creature starts its turn within 30 feet of the hulk and can see its eyes, the ebon hulk can magically force it to make a DC 18 Charisma saving throw, unless the ebon hulk is incapacitated. On a failed saving throw, one of the following effects occurs (the ebon hulk chooses or rolls randomly):

  • Insanity Gaze. The target can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
  • Beguiling Gaze. The target is stunned until the start of the hulk’s next turn or until the ebon hulk is no longer within line of sight.
  • Hypnotic Gaze. The target is charmed by the ebon hulk until the start of the hulk’s next turn. The ebon hulk chooses how the charmed target uses its actions, reactions, and movement.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the hulk in the meantime, it must immediately make the save.   Magic Resistance. The hulk has advantage on saving throws against spells and other magical effects.   Tunneler. The ebon hulk can burrow through solid rock at half its burrowing speed and leaves a 5-foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The hulk makes three attacks: two with his claws and one with his mandibles.   Claw. Melee Weapon Attack: 1d20+10 to hit, reach 10 ft., one target. Hit: 9 ( 1d8+5 ) slashing damage plus 16 ( 3d10 ) poison (radiation) damage.   Mandibles. Melee Weapon Attack: 1d20+10 to hit, reach 5 ft., one target. Hit: 14 ( 2d8+5 ) slashing damage.   Gloomium Breath (Recharge 5–6). The hulk vomits radiation in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 ( 10d8 ) radiation damage on a failed save, or half as much damage on a successful one.   Rock Breath (Recharge 5–6). The hulk exhales a rocky blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 ( 10d8 ) bludgeoning damage on a failed save, or half as much damage on a successful one.  

Bonus Action
Rock Throw. Ranged Weapon Attack: 1d0+8 to hit, range 30 ft., one target. Hit: 9 ( 1d8+5 ) bludgeoning damage, and the target is blinded until the end of its next turn (this grants the hulk advantage on its attacks against the blinded target).

Reactions

Bloody Breath. When first bloodied, the hulk's breath weapons recharge, and he uses one of them.

Legendary Actions

The hulk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hulk regains spent legendary actions at the start of its turn.

  • Earth Wave. The hulk can use its speed (including burrowing). This action does not provoke opportunity attacks and does not leave a tunnel.
  • Rocks fall, you die. The hulk causes a 10 foot sphere to cave-in (DEX| 3d10 Bldg).*]
  • Radiare Strike. The hulk makes a claw attack; this attack does an additional 15 ( 2d6+8 ) radiation damage to the target. If the target mutates due to this attack, it is also confused until the end of its next round (as the insanity gaze trait).

The gloomium hulk (colloquially called an ebon hulk due to its matte black carapace) is from the plane of gloomium, a place that borders earth and fire and is filled with radiation, and is more potent than a regular umber hulk; he is also insane with rage from being locked up for so long. His arms are deceptively long and he can hit targets further away than one would think.
The PCs are likely to hear it before they see it; in the distance, they can hear its disturbing mewling (here). Once the ebon hulk senses the PCs, it will go berserk and roar before attacking (here).

Suggested Environments

Underground, Temple of Elemental Evil Earth, The Elemental Plane of Gloomium (Radiation)


Created by

solomani.

Statblock Type

Monster

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