Star Spawn Hulk

Large aberration, Chaotic Evil

Armor Class

16 (natural armor)

Hit Points

136 (13d10+65)

Speed

walk 30 ft.

Saves

Dex +3, Wis +5

Skills

Perception +5

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Deep Speech

Challenge

10

Psychic Mirror

If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.

Actions

Multiattack

The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.

Slam

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5-6)

The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.

Star Spawn Hulk

Large aberration, typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

136 (13d10 + 65)

Speed

walk 30 ft.

Saves

Dex +3, Wis +5

Skills

Perception +5

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Deep Speech

Challenge

10

Proficiency Bonus

+4

Psychic Mirror

If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.

Actions

Multiattack

The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.

Slam

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5-6)

The hulk makes a separate Slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.