Large aberration, Chaotic Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 136 (13d10 + 65) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 8 (-1) | 21 (+5) | 7 (-2) | 12 (+1) | 9 (-1) |
| Saving Throws | Dex +3, Wis +5 |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | Deep Speech |
| Challenge | 10 |
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.
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.
Melee Attack Roll: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
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.
Large aberration, Chaotic Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 136 (13d10 + 65) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 8 (-1) | 21 (+5) | 7 (-2) | 12 (+1) | 9 (-1) |
| Saving Throws | Dex +3, Wis +5 |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | Deep Speech |
| Challenge | 10 |
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.
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.
Melee Attack Roll: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
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.