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Moss-Stitched Hulk - AI-generated fantasy Monster

Moss-Stitched Hulk

Folklore tells of the Moss-Stitched Hulk as a 'gardener of the dead.' Created by ancient lich-lords to dispose of failed experiments and political prisoners, these creatures are the final resting place for hundreds of unnamed souls, their spirits forever bound to the choking moss.

Large undead · CR 5 · Rare

Moss-Stitched Hulk

A colossal undead amalgam composed of dozens of decomposed bodies lashed together by predatory, bioluminescent flora. It acts as a biological landfill and sentinel within damp, forgotten crypts.
AC14
HP126/126
CR5
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 14 · HP 126 · CR 5

Moss-Stitched Hulk

Large undead (amalgam), neutral evil
Armor Class14 (Natural Armor)
Hit Points126 (12d10 + 60)
Speed
20 ft. walking
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdom
SkillsAthleticsPerception
Damage Resistances
Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities
Poison
Weaknesses
Fire
Senses
Darkvision 60 ft.,
Passive Perception 13
Languages
Understands the languages of its creator but cannot speak
Challenge5
Proficiency Bonus+3
Spore Cloud. Any creature that starts its turn within 10 feet of the Hulk must succeed on a Constitution saving throw or take 7 () poison damage and be poisoned until the start of its next turn.
Undead Fortitude. If damage reduces the hulk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the hulk drops to 1 hit point instead.
Mossy Regrowth. The Hulk regains 5 hit points at the start of its turn if it is in contact with damp ground and has at least 1 hit point.

Actions

Multiattack. The Hulk makes two Slam attacks.
Slam. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 () bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape ). The Hulk has two arms, each of which can grapple one creature.
Thorny Entangle. The Hulk releases a burst of thorny vines. Each creature within 15 feet of the Hulk must succeed on a Strength saving throw or be restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Floral Shield. When the Hulk is hit by a melee attack, it can cause its moss to harden. It gains +2 to AC against that attack, potentially causing it to miss.
Role
Tank / Area Denial
Built for
5

Gear

  • Grave-Vine Core (Component, 500 gp to a necromancer or alchemist)A pulsating green heart made of tangled vines.

Feats

Tough
Grappler

Notes for the game master

Vulnerable to fire damage, which suppresses its Mossy Regrowth for one turn.
Very slow, making it easy to kite in open spaces.
Best used in tight hallways or enclosed rooms.

Tactics

  1. Opening

    The Hulk remains dormant until enemies are within 20 feet, then uses Thorny Entangle to root them in place.

  2. Mid-fight

    It focuses on slamming and grappling the closest targets, dragging them into its Spore Cloud to stack poison damage.

  3. End of the fight

    It continues to slam and hold targets until it is destroyed. It does not fear death.

  4. Retreat

    The Moss-Stitched Hulk is a mindless guardian and will fight until it is completely incinerated or destroyed.

How it fights

Prioritize grappling high-mobility characters (rogues/monks) to force them to stay in the poison aura.
Use its size to block doorways or narrow paths in the Gallery of the Forgotten.
Stand in water or mud to ensure the Mossy Regrowth trait stays active.

Who it attacks first

The nearest living creature
Creatures dealing fire damage
Creatures attempting to bypass it to enter the inner sanctum

Works well with

Will-o-Wisps that use their Shock on targets the Hulk has grappled.
Necromancers who can cast Cloudkill (which the Hulk is immune to) on the battlefield.

How to beat it

Firebolt or Burning Hands to stop its regeneration.
Ranged attacks from 30+ feet away to avoid Spore Cloud and slow movement.
Spells like Grease or Spike Growth to further slow its already abysmal speed.

Ways to avoid a fight

Bypassing the creature by masking the party's scent with Grave-Moss or pungent swamp herbs.
Luring it away from a doorway using a 'corpse decoy' or a large source of meat.

Ecology

A hulking, seven-foot-wide mass of waterlogged flesh and bone. Thick, ropey vines with obsidian-colored thorns stitch various limbs together in a chaotic arrangement. Patches of vibrant, neon-green moss pulse with a dim light across its chest and shoulders, occasionally puffing out clouds of sickly sweet-smelling spores.

Behavior

Mindless and territorial. It stands motionless, appearing as a mound of mossy earth until a living creature enters its detection radius, at which point it lurches forward with a wet, grinding sound.

How it lives

The Hulk is the result of necromantic energy interacting with 'Grave-Vine' parasites. It doesn't eat, but the vines that sustain it absorb the nutrients from the decaying flesh it is made of, and it seeks to add fresh 'material' to its bulk when limbs rot away.

Lair

The Gallery of the Forgotten, a sunken ossuary where the floors are slick with grave-sludge and the air is thick with humidity.

Habitat
Underground, Swamps, Grimy Dungeons, Mass Graves

Signs that it is near

A heavy smell of wet earth and rotting flowers
Faint green bioluminescence reflecting off damp walls
Vines that seem to twitch toward heat sources
Large, dragging footprints filled with green slime

Tags

Grappler,
Durable,
Toxic

Lore

Folklore tells of the Moss-Stitched Hulk as a 'gardener of the dead.' Created by ancient lich-lords to dispose of failed experiments and political prisoners, these creatures are the final resting place for hundreds of unnamed souls, their spirits forever bound to the choking moss.

What drives it

To protect the mass grave it inhabits and integrate new organic matter into its form.

After the fight

Upon its death, the vines wither instantly, and the corpses that formed its body collapse into a pile of foul-smelling, rapidly decomposing mulch. The vibrant green light fades to a dull grey.

Variants

Flaming Peat Hulk: A version that has absorbed burning oils; loses poison aura but adds fire damage to slams.
Submerged Hulk: A variant found in deep pools that has a swimming speed and can pull targets underwater.

Hooks

Plot hooks

A local noble's signet ring was seen glinting inside the chest of a mossy giant in the cemetery.
The party must retrieve a 'Grave-Vine Core' to cure a localized fungal plague.
An archeologist disappeared while investigating the Gallery of the Forgotten.

How to use it

The centerpiece of a mass grave encounter.
A persistent hazard in a dungeon crawl that requires a specific strategy (fire) to defeat efficiently.

Treasure

A partially digested pouch containing 40 gp and a Potion of Poison Resistance.
The obsidian thorns from its vines can be harvested to create 1d6 + 2 magical arrows that deal +1d4 poison damage.

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