[Is there a hulk in the house? As I mentioned previously, the foulspawn didn’t get art in 5e when they were initially converted into starspawn. Some unused art has been posted, and some of the art that’s set to appear in Mordenkainen Presents Monsters of the Multiverse has already made it online before that book’s “official” release date in May, but the starspawn hulk is not among them. So I’m using the 4e pic, which like much of the art in 4e’s Monster Manual is a group shot. Notice the berserker in front, some of the abilities of which I am moving onto the hulk. I like this image; it makes me think that I’ve wandered into a particularly bad neighborhood in Halloween Town.]
Foulspawn Hulk
CR 10 NE Aberration
This giant humanoid is apparently skinless, its body a seething mass of muscle and tendons. It has no nose and far too many teeth, and does not seem to blink.
Foulspawn hulks are the largest and strongest of the common foulspawn. In Aklo, they are known as turlemoi. Hulks act as brute force and bodyguards for ushemoi incursions, and are fanatically devoted to the foulspawn seers under their care. They are favorably disposed to other foulspawn primarily from a culinary perspective. Without a fowlspawn seer to rein them in, a hulk will happily eat its fellows. Under guidance from a seer, the hulks limit themselves to scavenging carcasses, and help clean up sites of battles and make evidence of the foulspawn difficult to find.
A foulspawn hulk can disrupt tactics with its mere presence. Creatures fighting in melee near a turlemoi start attacking unintended targets. Otherwise, a foulspawn hulk is too dim to have much tactical acumen besides “hit the biggest enemy the hardest”. They prefer to fight in melee, but pitch boulders at foes that keep their distance. Opponents trying to turn a foulspawn hulk’s strength to their advantage are in for a rude surprise. Any attempt to charm or control a foulspawn hulk creates a deadly psychic feedback between the hulk and the caster.
Foulspawn Hulk CR 10
XP 9,600
NE Large aberration (foulspawn)
Init +6; Senses darkvision 60 ft., Perception +9
Aura random violence (20 ft., Will DC 19)
Defense
AC 24, touch 11, flat-footed 22 (-1 size, +2 Dex, +13 natural)
hp 126 (12d8+72)
Fort +12, Ref +6, Will +11
DR 10/magic; Immune confusion and insanity effects, divination, mind-influencing effects; Resist cold 10
Defensive Abilities psychic mirror
Offense
Speed 40 ft.
Melee 2 slams +16 (2d8+7/19-20x2)
Ranged rock +11 (2d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 slams, 2d8+10 plus tripping rend), rock throwing (80 ft.)
Statistics
Str 24, Dex 14, Con 23, Int 7, Wis 7, Cha 16
Base Atk +9; CMB +17; CMD 29
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (slam)
Skills Acrobatics +9 (+13 when jumping), Climb +14, Intimidate +10, Perception +9, Swim +14
Languages Aklo, telepathy 60 ft.
SQ madness, no breath
Ecology
Environment any land or underground
Organization solitary, pair, guard (1-4 plus 1 starspawn seer) or envoy (1-4 plus 1-8 mixed foulspawn)
Treasure incidental
Special Abilities
Aura of Random Violence (Su) All creatures within 20 feet of a foulspawn hulk must succeed a DC 19 Will save whenever they make a melee attack (including natural weapons and touch attacks). If they fail, they attack a random creature within their reach instead of their intended target. This is a mind-influencing confusion effect, and the save DC is Charisma based.
Madness (Ex) Foulspawn use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a foulspawn's madness. If this occurs, the foulspawn gains 6 points of Wisdom and loses 6 points of Charisma.
Psychic Mirror (Su) Foulspawn hulks are immune to mind-influencing effects. Whenever the foulspawn hulk is targeted by a mind-influencing effect, the creature casting or originating that effect must succeed a DC 19 Will save or take 6d6 points of damage. This is a mind-influencing effect, and the save DC is Charisma based.
Tripping Rend (Ex) A foulspawn hulk may make a combat maneuver to trip an opponent as a free action without provoking an attack of opportunity whenever it uses its rend special attack.