Bloodhulk Giant (CR 6)
Alignment: Always neutral evil
Initiative: -2(Dex); Senses: darkvision 60 ft, low-light vision, Listen +0, and Spot +0
Languages: understands creator's orders
AC: 13 (-1 size, -2 Dex, +6 natural), touch 7, flat-footed 15
Hit Dice: 14d12+105 (196 hp)
Fort +4, Ref +2, Will +9
Speed: 20 ft.
Space: 15 ft.; Reach 10 ft.
Base Attack +7; Grapple +22
Attack: Melee: slam +17 (2d6+16)
Abilities: Str 33, Dex 6, Con -, Int -, Wis 10, Cha 1
Special Abilities: Immune: undead immunities; Weakness: fragile
Special Qualities: blood bloated, undead traits
Skills: Listen +0 and Spot +0
Advancement: mindless undead
Organization: Solitary or small group
Monster Manual IV
Fragile (Ex): A bloodhulk giant takes an extra 1d6 points of damage whenever it takes at least 1 point of damage from a piercing or slashing weapon.
Blood Bloated (Ex): A bloodhulk giant always gains the maximum hit points possible per Hit Die. In addition, it gains 2 bonus hit points per Hit Die.
A bloodhulk giant is a larger, tougher version of a bloodhulk fighter. It can absorb scores of attacks, making it ideal as a guardian or bodyguard. Necromancers, evil clerics, and other evil spellcasters use bloodhulk giants to fend off enemies while they attack with their magic.