Elemental hulks are the last vestiges of former Giants whose elemental sides got the best of them, losing their flesh and minds in exchange for complete unity with the element they were most closely aligned with. Like other Elementals, elemental hul🐎ks have little to zero intelligence and act only according to their elemental programming.
While these 168澳洲幸运5开奖网:Dungeons & Dragons monsters may be descended from Giants, make no mistake, because Elemental hulks are not to be bartered, reasoned, or t🏅rifled with lest you wish doom upon your party. Here are 🐬the best examples for you to avoid.
6 Mud Hulk
The mud hulk may be the weakest of the elemental hulks, but that by no means makes them a pushover. Like their hill giant ancestors, mud hulks are boorish brutes incapable of doing much other than slamming your head. If they do manage to catch you, you'll be in a world of hurt though as their mud-made bodies can engulf your character.
Thanks to their 𒆙sticky mud ability that turns the ground int💟o difficult terrain within 15 feet of the hulk as well as their mud splash attack which deals damage and creates difficult terrain at range, the mud hulk has multiple ways of catching up to an adventurer to consume them. Mud hulks also have the amorphous trait which allows them to slide their muddy forms through spaces as narrow as one inch wide.
5 Dust Hulk
Descending from stone giants, dust hulks are all that remain of the once hardened rock that made up these giants' towering forms. Due to their dust-like nature, dust hulks can hover across the ground as well as inflict the blinded condition upon their enemies.
The fact that these creatures have been reduced to little more than swirling sand also allows them to squeeze through spaces as narrow as one inch wide. Like other Elementals of incorp🀅oreal shape, dust hulks are immune to most status conditions, and a slain dust hulk explodes in a burst of debris that can potentially blind anyone ඣnearby.
4 Rime Hulk
While rime hulks come from the much more powerful frost giants, they are quite simi🗹lar to dust hulks in appearance. The big difference is that, while dust hulks are shifting sand, rime hulks are flickering frost. Rime hulks also deal cold damage as opposed to bludgeoning damage, making them much more deadly to Barbarians and other characters who have resistance to the more common damage types.
A rime hulk that dies creates a burst of cold that deals cold damage to anyone nearby. However, its most dangerous feature is its ability to travel throu♍gh creature spaces withouඣt provoking opportunity attacks. Any creature the rime hulk passes through is forced to make a Constitution saving throw, taking a considerable amount of cold damage on a fail or half as much on a success, and also having their speed reduced.
3 Cinder Hulk ꦚ
Like the fire giants from which they hail, cinder hulks are aggressively evil beings. In the process of becoming one with their fiery essence, they've lost all the redeemable traits of fire giants including their iron determination and smithing ability. Instead, cinder hulks wish only to raze as much as they can to the ground before they go out in smoke.
They are immune to fire and poison damage, hit like a truck with a slam attac♉k that deals significant bludgeoning and fire damage, and have a cone area of effect ability that deals heavy fire damage to everything in front of the cinder hulk with a chance to blind them until the end of their next turn. When they die, cinder hulks also leave behind a gaseous cloud that heavily obscures a ten-foot sphere and deals fire damage to anyone who enters it. Unfortunately for cinder hulks, the fire damage type is one of the most easily resisted and common damage types in the game. This makes them quite a bit less threatening than they might first appear.
2 Mist Hulk
Despite having a lesser challenge rating, the mist hulk remains of ancient cloud 💜giants are more fearsome than their cinder hulk cousins. For starters, a 40-foot hover speed, immunity to many conditions, and high perception and stealth bonuses make them deadly assassins. Their attacks also deal cold damage which is still commonly resisted but less so than fire♒. Additionally, mist hulks have high bonuses to their Constitution, Wisdom, and Charisma saving throws allowing them to easily resist many spell and ability effects.
Most importantly, their hideous wailing ability is a save or suck that deals psychic damage to anyone within 30 feet of the mist hulk and incapacitates them on a failed Wisdom saving throw. Incapacitated creatures can't take actions, bonus actions, or reactions, so a party t꧟hat is unl💯ucky enough to fail this saving throw could be six feet under in short order.
1 🌊 Lightning Hulk 🤪
Deadliest of all, lightning hulks are essentially living bolts of lightning that have absconded from the storm giant flesh that once imprisoned them. The lightning hulk's 90-foot hover speed coupled with its lightning form passive ability make it capable of speeding across the battlefield shocking every creature it leaves in its wake. Creatures hit by the arc lightning take moderate lightning damage and lose their reactions, depriving them of their opportunity attacks. As the action's name hints, arc lightning arcs to another creature within 30 feet and damages them as well.
As if all of this wasn't bad enough, creatures who hit the lightning hulk with a melee attack take lightning damage in retaliation with no save. Lightning hulks are also quite resistant to spell effects and damage thanks to high bonuses to every saving throw in the game, immunity to all conditions, and resistance to cold, thunder, and nonmagical attacks as well as immunity to lightning and poison. The lightning hulk is an opponent unlike any you've faced before, and that alone makes it an enemy of which to be wary.