Average height: 64" - 72"
Average weight: 700 lbs
Although for most xenobeasts, basilisk is their final form, a small number go on to become hulking xenobeasts. They lose their tails entirely and complete their transformation to being bipedal. Their exoskeletons thicken into nearly impenetrable armor and their arms grow to nearly the same length as the creature's standing height, giving it formidable reach in combat.
At this stage, the hulking xenobeast gains such fine control of its bioluminescence that it can pulsate in light patterns that interrupt the neurons of the mammalian neo-cortex, causing their opponents to become clumsy, sickly, or confused.
Slow moving, but devastating opponents in combat, the hulking xenobeasts seem to be used to protect locations, assets or even individuals of particular value to the hive.
Reappeared in 2020 with slightly different stats.
Initiative bonus: 2
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
Initiative bonus: 3
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
Initiative bonus: 4
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Average weight: 700 lbs
Although for most xenobeasts, basilisk is their final form, a small number go on to become hulking xenobeasts. They lose their tails entirely and complete their transformation to being bipedal. Their exoskeletons thicken into nearly impenetrable armor and their arms grow to nearly the same length as the creature's standing height, giving it formidable reach in combat.
At this stage, the hulking xenobeast gains such fine control of its bioluminescence that it can pulsate in light patterns that interrupt the neurons of the mammalian neo-cortex, causing their opponents to become clumsy, sickly, or confused.
Slow moving, but devastating opponents in combat, the hulking xenobeasts seem to be used to protect locations, assets or even individuals of particular value to the hive.
Reappeared in 2020 with slightly different stats.
Hulking Xeno
Aqua. 200 HP. Weak to piercing damage. Requires approximately 4 appropriately armed players working together in a round.Stats
Can inflict the blight status.Initiative bonus: 2
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
Heavy Hulking Xeno
Pink. 400 HP. Weak to slashing damage. Requires approximately 8 appropriately armed players working together in a round.Stats
Can inflict the blight status.Initiative bonus: 3
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
Brutal Hulking Xeno
Purple. 600 HP. Weak to energy damage. Requires approximately 12 appropriately armed players working together in a round.Stats
Can inflict the blight status.Initiative bonus: 4
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Lore Wiki » Epic Weeks » Epic Week 2017 » Monsters » Hulking Xenos