Star Spawn Hulk

Large aberration, Chaotic Evil

Armor Class16 (natural armor)
Hit Points136 (13d10 + 65)
Speed30 ft.
STRDEXCONINTWISCHA
20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)
Saving ThrowsDex +3, Wis +5
SkillsPerception +5
Damage Vulnerabilities—
Damage Resistancesbludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunitiescharmed; frightened
Sensesdarkvision 60 ft., passive Perception 15
LanguagesDeep Speech
Challenge10

Traits

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 Attack Roll: +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.