Treasure Hulk | Free Monster for D&D and PF2e

PF2e conversion by David N. Ross
A low rumble echoes down the corridor, sending rivulets of coins and gems cascading down the treasure pile. From the depths of the hoard crashes a crab-like machine, its armored shell glittering with thousands of valuables. Its single pincer clacks dangerously as it scuttles forward on six whirring legs.
Burrowing Watchers. Treasure hulks are perfectly designed to ambush thieves and intruders, as their keen senses detect even the most silent footfalls from their hiding places beneath mounds of coin or underground.
Treasure Hulk - D&D 5e
Large construct, neutral
Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 20 ft., burrow 35 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
17 (+3) |
12 (+1) |
16 (+3) |
3 (-4) |
12 (+1) |
1 (-5) |
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 11
Languages Speaks the languages of its creator (usually Common and one other language)
Challenge 5 (1,100 XP) Proficiency Bonus +3
Clockwork Guardian. The treasure hulk doesn’t require air, food, drink, or sleep. It is also immune to any spell or effect that would alter its form.
Actions
Multiattack. The treasure hulk makes two attacks: one with its pincer and one slam attack.
Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 12 Dexterity saving throw or be restrained.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Burrowed Leap. If the treasure hulk burrows at least 15 feet as part of its movement, it can burst from the ground in an explosive leap that launches debris at all creatures within a 10-foot radius sphere of its exit point. Each target must succeed on a DC 14 Strength or Dexterity saving throw (target’s choice) or be knocked prone while taking 13 (3d6 + 3) bludgeoning damage plus 13 (3d6+ 3) slashing damage. On a successful save, the creature takes only half damage and is not knocked prone.
Treasure Hulk - PF2e
Large, Construct, Mindless
Perception +9; darkvision, tremorsense (imprecise) 60 feet
Skills Athletics +12 (15 to Leap), Stealth +9
Str +5, Dex +2, Con +5, Int –5, Wis +2, Cha –5
—
AC 21; Fort +14, Ref +9, Will +13
HP 80; Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, morph, nonlethal attacks, paralyzed, poison, polymorph, sickened, spirit, unconscious, vitality, void
—
Speed 20 feet, burrow 30 feet
Melee [one-action] pincer +14 (magical, reach 10 feet), Damage 2d4+7 bludgeoning plus Improved Grab
Melee [one-action] fist +14 (magical, reach 10 feet), Damage 2d8+7 bludgeoning
Burrowed Leap [two-actions] The treasure hulk Burrows, then attempts DC 20 Athletics check to jump vertically. If it didn’t Burrow at least 15 feet or didn’t end this movement on the surface, it automatically fails.
Critical Success The hulk Leaps up to 15 feet vertically and horizontally and launches debris that deals 3d6 bludgeoning damage plus 3d6 piercing damage within a burst with radius equal to the distance it Leaped centered on any of the spaces it Leaped from (DC 22 basic Reflex save). Creatures that fail the save are knocked prone.
Success As critical success, but the maximum distance it can Leap is 10 feet and creatures can’t get worse than a failure on the saving throw.
Failure The hulk Leaps normally and throws no debris.
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Monsters