February 10, 2011

[D&D 4E][Monsters] Graul Family - Hucker Graul

Let's start saying that COMMENTS ARE WELCOME, OK? ^_^ Don't make me feel lonely.

Hucker Graul is the more reclusive Graul of the bunch. He lives alone in the basemant where he loves to kill his time building traps and mechanisms. He's responsible of rigging all the house with traps, like the ones on the front door or the one under the couch in the entrance.

He uses the oldest of the feral zombies, the ones Mommy Graul rejected, to test his machines and sometimes just for the laugh.

Like every other member of the family Hucker have a second, child-like, face on his body, specifically on his belly.
Graul Family: HuckerLevel 5 Elite Skirmisher
Medium Natural HumanoidXP 400
Initiative +15Senses Perception +3
HP 134; Bloodied 67
AC 19; Fortitude 19, Reflex 16, Will 16
Saving Throws +2
Speed 6
Action Points 1
Double Head
Every Graul Member, having two heads, can act at initiative-10. in this second turn, he gets only a standard action.
M Club (Standard; at-will)
+8 vs. AC. 2d8+4 damage and the target is pushed 1
m Frenzy (Standard; at-will)
Usable only in a charge attack. +8 vs. AC; 2d8+4 damage and the target is pushed 3
a Explosive goo Bomb (Standard; recharge 456)
Range 5; Blast 3; +8 vs Reflex; 3d6+4 and the target are immobilized (save ends)
Miss: Target are immobilized until the end Hucker next turn
Alignment UnalignedLanguages
Str 20 (+7)Dex 13 (+3)Wis 12 (+3)
Con 19 (+6)Int 8 (+1)Cha 6 (+0)
Artwork by Scott Purdy
The printable token


  1. I'm very impressed by the weekly schedule of posts here - wow!

    Just checked out the Graul family and I'm digging the 4e connection to Hook Mountain Massacre (and the general Hills Have Eyes vibe).

    I like Hucker (great Deliverance type of name for a guy who spits goo balls): good ick factor, easy to run, and scary in combat (all things that make a great monster). My only criticism would be that his powers make him seem like more of a Brute than a Skirmisher. If you want to keep the Skirmisher role you might want to add a small mobility power to keep him moving across the battlefield. How about a trait makes him not provoke opportunity attacks for movement during a charge? That would go nicely with his Frenzy power and ensure that he was charging as often as possible (sending the PCs flying).

  2. Thanks. There is something you don't consider... Hucker is a skirmisher because he rigged the room where the PCs meet him. Probably I will add the traps he made in a future post ^^

    I appriciate a lot the fact you percieved the Hills Have Eyes vibe. That was exactly the feeling I was searching for.