Star Spawn Hulks - AI-generated fantasy Monster

Star Spawn Hulks

Star Spawn Hulks are among the largest known servants of alien intelligences. They are not merely strong monsters. Their bodies are psychic conductors, designed to turn hostile mental energy back upon those nearby. A hulk is often deployed alongside a seer or other psychic commander, but during the crisis known as Insert the Crystal Before the Hydra Breaks the City, these hulks have been assigned a simpler purpose: keep every living thing away from the crystal until the ritual is complete.

LargeAberration(Star spawn)CR Challenge Rating 10Chaotic Evil

Star Spawn Hulks

AberrationCosmic horrorBruiserSiege monsterStar spawnUrban encounterPsychicBoss support
HP136AC+9SPDSpeed 30 ft., Climb 20 ft., including vertical surfaces without needing to make an ability checkCR10 (5,900 XP)AthleticsPerception
STR
21
save
DEX
12
CON
20
save
INT
4
WIS
16
save
CHA
7
Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk must make a Wisdom saving throw. On a failed save, a creature takes psychic damage equal to the damage the hulk would have taken. On a successful save, it takes half as much damage. The hulk takes none of the triggering psychic damage. The hulk's thoughts and location cannot be discerned by magic.
Uncanny Strength. The hulk has advantage on Strength checks and Strength saving throws. It can grapple creatures up to Huge size, and its carrying capacity is quadrupled.
Siege-Born Frame. The hulk has advantage on saving throws against being knocked prone, moved against its will, or restrained. It can move through the space of a Large or smaller creature, treating that space as difficult terrain.
Alien Mind. The hulk is immune to any effect that would read its thoughts, determine its location through its thoughts, or force it to reveal its intentions.
Multiattack. The hulk makes two Fist attacks.
Fist. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet.
Fling. The hulk hurls one Large or smaller object or creature it can see within 10 feet. The target must succeed on a Strength or Dexterity saving throw, chosen by the target, or be thrown up to 60 feet in a direction of the hulk's choice. If the target strikes a solid surface, it takes 21 () bludgeoning damage and falls prone. If the target is another creature, that creature must succeed on a Dexterity saving throw or take the same damage and fall prone. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Crystal Shard Hurl. Ranged Weapon Attack: to hit, range 60/240 ft., one target. Hit: 16 () bludgeoning damage, and the target must succeed on a Strength saving throw or be knocked prone.
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