Kryx RPGThemesMonsters

Star Spawn Hulk

Large aberration
Challenge
10 (5,900 XP)

STR
5
DEX
−1
CON
5
INT
−2
WIS
1
CHA
−1

136
13d10+65
16
Soak
2
Fort
+5
Ref
+6
Will
+4
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks
Condition immunities charmed, frightened

Speed 9 m.
Senses darkvision 18 m., passive Perception 15
Skills Perception +5
Languages Aklo

Maneuvers. The star spawn hulk uses maneuvers (maneuver save DC 17). It has 29 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, glancing blow, hammer through, hammering blow, knockback, spring attack

2 stamina dice: tremoring strike

Psychic Mirror. If the hulk takes psychic damage, each creature within 3 meters 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 Fortitude saving throw or be stunned until the end of the target’s next turn.

Slam. Melee Weapon Attack: +9 to hit, reach 3 m. Hit: 14 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5–6). The hulk makes a separate slam attack against each creature within 3 meters of it. Each creature that is hit must also succeed on a DC 17 Reflex saving throw or be knocked prone.

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