Pathfinder: Grave Hulk

It is another Shadowsfall Friday. Today, we bring you a monster straight from the brain of Richard Moore. He wrote this one for his home game sent it over to me to send off to you. If you use it in your game, buy him a drink if you see him at a convention.

As always you can find more awesome monsters like this for your game in the Book of Beasts: Monsters of the Shadow Plane at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Grave Hulk CR/HD 9

Init –2; Perception +17 (darkvision 60 ft.)
Size Large (10 ft.); Speed 30 ft.


Defenses


AC 25 (touch 14, flat-footed 19); Fort +10, Ref +10, Will +10; CMD 29
hp 126


Attacks


Melee 2 claws (reach 10 ft.) +17/+17 (2d6+15)
Attack Options (DC 16) awesome blow, energy explosion (1/day, 20-ft. radius, 1d6+9 slashing); CMB +15


Statistics


Str +7, Dex –2, Con —, Int —, Cha +4
XP 6,400; NE undead


Special Abilities


Absorb Corpse (Su) As a move action, a grave hulk can grab the body of an unconscious Medium-sized or smaller living creature at less than 0 current hp, automatically dealing claw damage to it. If the creature dies from this blow, the grave hulk absorbs its body into its form, gaining 4 temporary hit points per hit die of the absorbed creature.

A grave hulk is formed from dozens of dead bodies, their putrefying flesh and bone twisted by necromantic magic into a vaguely humanoid form that stands some ten feet tall. It reshapes its body as it moves, manifesting new claws and limbs seemingly at random and even discharging bone shards in destructive showers when surrounded by foes.

Although a grave hulk can be made out of approximately 25 corpses via create greater undead, most grave hulks either occur naturally in areas suffused with extreme levels of negative energy or are constructed in rituals that profane the culture or religion of the dead whose bodies will comprise the creature.

In combat, a grave hulk prefers to use its awesome blow in conjunction with its superior reach to keep foes at bay, instinctively discharging its energy explosion ability whenever three or more enemies are within its radius of effect. It is not smart enough to distinguish friend from foe in most cases, however, so poorly-worded instructions from its master could have disastrous consequences for a novice necromancer who attempts to control one.

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