Star Spawn Hulk
Large aberration, chaotic evil
Armor Class
16 (natural armor)
Hit Points
136 (13d10 + 65)
Speed
30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
21 (+5)
INT
7 (-1)
WIS
12 (+1)
CHA
9 (0)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft., passive Perception 15
Saving Throws
Dex +3, Wis +5
Skills
Perception +5
Languages
Deep Speech
Challenge
10 (5900 XP)
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.