Zombie, Hulk

Hulk zombies are undead crafted as siege constructs by warring necromagisters. Though they were designed for destruction, without the control of their former masters, hulk zombies are able to live freely just as other zombies and undead within The Empire. Unlike frankensteins, who are made from different body parts, hulk zombies are composed of magically augmented parts and shadow magic to give them an unnatural form, prone to unpleasant smells and leaks.


Ability Score Increase. Your Strength score increases by 2.

Age. A hulk zombie arises as an adult. They don’t age.

Alignment. Like zombies, most hulk zombies are neutral.

Rarity. Rare.

Size. Hulk zombies are between 7 and 8 feet tall, weighing close to 400 or 500 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Gut Grappler. If you take the Grappler feat, you can also use your guts to grapple with a reach of 10 feet. If you grapple a foe or grab a willing ally, you can use a bonus action to pull that target to within 5 feet of you. An unwilling target can avoid being pulled by succeeding on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus).

Hulk Smash. Zombie hulks are natural unarmed fighters, using their powerful limbs to pummel foes. You have the Tavern Brawler feat, and your unarmed strikes have the light and finesse properties, but you must use the feat’s ability score increase for your Constitution.

Internal Gases. When you reach 5th level, once per day, you can expel a nonmagical cloud that acts like a stinking cloud spell, using your Constitution as the spellcasting ability. This cloud must be centered on you when it appears, but you are immune to its effects. Once you attain 11th level, you regain the use of this trait each time you finish a short or long rest.

Living Corpse. You are a humanoid, but your undead nature gives you the following traits.

  • You are immune to disease, and you have resistance to poison damage. Also, you can add your proficiency bonus to saving throws against being poisoned. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being poisoned.
  • You need not breathe.
  • Although you can be healed as if you’re humanoid, and the raise dead spell works on you (returning you to “life” as a hulk zombie), you are otherwise considered to be undead whenever it is detrimental for you.

Regenerate. Whenever you return to your full hit point maximum, any limbs or organs you lost can be reattached or spontaneously regrow.

Zombie Mind. When an effect would put you to sleep or force you to behave in a way you wouldn’t normally behave, you can act normally until the end of your next turn before succumbing to the effect.

Unnerving Deterioration. If your Charisma is lower than 10, you have proficiency in the Intimidation skill.

Volatile. You can fail only two death saving throws before you die. When you die, your Internal Gases trait triggers even if you have used it and not regained the use.

Languages. You speak, read, and write Common and Shadowtongue.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

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