Haze Hulk, Hunter

Large aberration, Unaligned

Armor Class

15 (natural armor)

Hit Points

95 (10d10 + 40)

Speed

walk 40 ft.

Senses

darkvision 60 ft.

Languages

Common

Challenge

4

Proficiency Bonus

+2

Invisibility

The hunter magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the hunter wears or carries is invisible with it.

Reel

As a bonus action the hunter pulls each creature grappled by it up to 25 feet straight toward it.

Actions

Multiattack

The haze hulk makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Lashing Tendrils

Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once.