Biohulks are devoted Xenowardens who purposefully fused their body with plants and other flora to gain formidable strength. This transformation is usually accomplished using biotech, magic, or genetic experimentation, and can't be reversed. Regardless of their method, biohulks are incredibly strong and capable of battering down most artificial barriers with ease. Xenowarden biohulks are usually extremists, entirely and passionately devoted to the Xenowardens' cause.
Elite |
Normal |
Weak
Perception +13
Languages Common
Str +6
Dex +1
Con +6
Int +0
Wis +1
Cha +0
Speed 25 feet
Melee
[one-action]
fist
+22
(agilerazing),
Damage 2d6
+12 bludgeoning plus 1d6
acid
Area Fire
[two-actions]
grenade launcher
(frag grenade),
Damage 2d8
piercing (DC
26 basic Reflex save)
Battering Charge
[two-actions]
The Xenowarden biohulk Strides three times, then makes a melee Strike, dealing an additional 4d6 bludgeoning damage on a hit. If the target of this Strike is an object or construct, this Strike ignores 5 Hardness.
Destructive Power
Whenever a Xenowarden biohulk makes a melee Strike that would deal bludgeoning damage, that Strike gains the razing trait.
Nature's Fury
[two-actions]
(plantprimal)
The Xenowarden biohulk bellows with rage, causing plants to sprout from the ground and hinder the biohulk's enemies. Creatures within 30 feet of the biohulk take 6d8 slashing damage from the thrashing plants (DC
26 basic Reflex save), and the area becomes difficult terrain for 10 minutes. The Xenowarden biohulk ignores difficult terrain created by Nature's Fury. Then, the Xenowarden biohulk can attempt an
Intimidation check to
Demoralize each creature in the area.
All Creatures in "Xenowardens"
The Xenowardens are a powerful and well-respected organization who aim to safeguard and study the natural world and ensure that technological advances are ecologically responsible. With an incredibly diverse membership, their ranks include, among others, hermits who practice nature magic and eschew technology and scientists who create renewable energy from algae. On the other end of the spectrum are elite combat units like the Wildknights and the Greenguards and feared ecoterrorists like the enigmatic Oleander. The Xenowardens are led by a Greenspeaker, who's elected by acclaim and advised by their peers.