Skip to content
CreatePricing
Tremor-Hulk - AI-generated fantasy Monster

Tremor-Hulk

The miners of Hollow Hearth first thought the silver veins in the deep tunnels were a gift from the earth. They did not realize the silver was the blood of a sleeping Tremor-Hulk. When the Echo-Drill was activated to pierce the lower mantle, the Hulk awoke, its mind shattered by the harmonic frequencies.

Large elemental · Hard · Rare

Tremor-Hulk

A massive earth elemental composed of fused basalt and glowing silver ore, driven to a state of psychotic aggression by high frequency vibrations.
AC17
HP126/126
CRHard
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 17 · HP 126 · Hard

Tremor-Hulk

Large elemental (earth), neutral evil
Armor Class17 (Natural Armor)
Hit Points126 (12d10 + 60)
Speed
30 ft.,
Burrow 30 ft.,
Earth Glide
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsPerceptionAthletics
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Poison,
Petrified,
Poisoned
Weaknesses
Thunder
Senses
Tremorsense 60 ft.,
Darkvision 60 ft.,
Passive Perception 13
Languages
Terran
ChallengeHard
Proficiency Bonus+3
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Resonance Agony. If the Tremor-Hulk takes Thunder damage, its Earth Glide trait is suppressed until the end of its next turn, and it has disadvantage on attack rolls until the start of its next turn.
Echo Mad. The elemental has disadvantage on saving throws against being charmed or frightened if the Echo-Drill is audible within 500 feet.

Actions

Multiattack. The Tremor-Hulk makes two Slam attacks.
Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 16 () bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or its speed is reduced by 10 feet until the start of the Hulk's next turn due to bone-shaking vibrations.
Seismic Pulse (Recharge 5-6). The Hulk slams its massive fists into the ground. Each creature within 20 feet of the Hulk must make a Dexterity saving throw. On a failure, a creature takes 28 () bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone.

Reactions

Tectonic Shift. When a creature the Hulk can see moves into a space within 10 feet of it, the Hulk can stomp. The creature must succeed on a Dexterity saving throw or have its movement reduced to 0 until the end of the turn.

Legendary Actions

Grinding Advance. The Tremor-Hulk moves up to half its speed without provoking opportunity attacks.
Silver Spall (costs 2 actions). The Hulk shakes its frame, causing silver shards to fly out. All creatures within 5 feet must succeed on a Dexterity saving throw or take 7 () piercing damage.
Role
Area-Control Brute
Built for
7

Gear

  • Fused Silver Veins (Internal Organ, 500 gp in raw ore if harvested)Conductive paths of silver that carry kinetic energy through its body.

Feats

Heavy Armor Master (Equivalent)

Augmentations

Madness of the Echo-Drill

Notes for the game master

Prioritize slamming grouped targets.
Use Earth Glide to reposition behind soft targets if Thunder damage is not present.
The Hulk is physically large but its reach allows it to control a wide area of the map.

Tactics

  1. Opening

    The Tremor-Hulk bursts from a wall or floor using Earth Glide, immediately using Seismic Pulse to scatter the party.

  2. Mid-fight

    It focuses on any character dealing Thunder damage or using loud magic, viewing them as the source of its pain.

  3. End of the fight

    It begins to target the environment, collapsing ceilings or floor supports to bury the parasites once its health falls below 30 percent.

  4. Retreat

    The Hulk is too maddened to retreat. It fights until it shatters into a pile of mundane basalt and silver dust.

How it fights

Use Earth Glide to bypass the frontline tanks.
Use Tectonic Shift to trap mobile characters like Rogues or Monks.
Keep targets prone to maintain advantage for its Slam attacks.

Who it attacks first

Characters dealing Thunder damage
Characters holding metallic items (resonant targets)
The physically smallest characters (easiest to 'scrape off')

Works well with

Echo-Drill: The drill provides the frequency that drives it mad but could also provide a lair action that deals minor thunder damage to everyone.
Earth Elementals: Smaller elementals might follow in its wake like pilot fish.

How to beat it

Silence Spell: Negates its madness and makes it less aggressive.
Thunder Damage: Directly interrupts its movement and accuracy.
Flight: The Hulk has no ranged attacks and relies on ground contact.

Ways to avoid a fight

Finding a way to disable the Echo-Drill will stop the Hulk's aggression, allowing it to return to its slumber.
Offering a large quantity of pure silver ore might distract it momentarily.

Ecology

A towering, hunchbacked figure formed from jagged plates of black basalt. Between the cracks of its stone skin, veins of pure, liquid-like silver glow with a rhythmic, pulsing light. Its arms are disproportionately large, ending in heavy, flat-bottomed stumps intended for pulverizing stone.

Behavior

It moves with a rhythmic, lumbering cadence. Due to the Echo-Drill frequencies, it frequently stops to clutching its head-like protrusion and lets out a grinding, metallic roar. It strikes the ground repeatedly, attempting to silence the vibrations it perceives as parasites.

How it lives

The Tremor-Hulk is a natural geological filter that consumes silver ore to reinforce its frame. It usually lies dormant for centuries, but the intrusion of the Echo-Drill has forced it into a permanent, painful state of wakefulness.

Lair

The Echo-Caverns, where sound bounces infinitely off crystal walls, amplifying the madness of the Hulk.

Habitat
Deep underground, specifically near Hollow Hearth and industrial mining sites.

Signs that it is near

Deep, rhythmic thudding felt through the feet
Fractured masonry in nearby buildings
Spills of liquid silver leading into floor cracks
Absence of burrowing animals

Tags

Siege Monster,
Burrower,
Resonant

Lore

The miners of Hollow Hearth first thought the silver veins in the deep tunnels were a gift from the earth. They did not realize the silver was the blood of a sleeping Tremor-Hulk. When the Echo-Drill was activated to pierce the lower mantle, the Hulk awoke, its mind shattered by the harmonic frequencies.

What drives it

To destroy every source of artificial vibration and crush the 'fleas' (humanoids) responsible for the noise.

After the fight

Once defeated, the ground in a 100-foot radius becomes difficult terrain permanently. The local silver supply in the mine dries up, as the 'source' has been extinguished, literally, killed.

“They did not realize the silver was the blood of a sleeping Tremor-Hulk.”
From its lore

Variants

Obsidian Hulk: Deals fire damage instead of silver shards, found near volcanic vents.
Echo-Construct: A Hulk that has been fitted with metal armor and tuned to specific frequencies by the Hollow Hearth mining guild.

Hooks

Plot hooks

The silver mines of Hollow Hearth have gone silent, but the rhythmic pounding can be heard for miles.
An engineer who built the Echo-Drill is begging for an escort to go back and turn it off before the Hulk levels the town.
Wealthy merchants want the 'Liquid Silver' heart of a legendary stone beast.

How to use it

A structural threat during an escape sequence from a collapsing mine.
A guardian of the Echo-Drill control room.
A tragic figure that players might try to calm instead of kill.

Treasure

Tremor-Hulk Core (A fist-sized silver orb worth 1000gp or usable to craft a weapon of disruption)
200 lbs of high-grade Basalt slabs
Assorted miner gear found in its digestive strata

Connections

Ancestry

Elemental

Media

0 images

No images yet.

Visual sheet

Turn Tremor-Hulk into a sheet

A high-res, share-ready sheet you can post or print.