Shifting Hulk

Large aberration, any

Armor Class 16 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 9 (–1) 11 (+0) 6 (-2)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages understands one language but can’t speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Aberrant Wound. If a creature other than an undead or a construct takes damage from the shifting hulk’s attacks, the creature must succeed on a DC 17 Constitution saving throw or lose 5 (2d4) hit points at the start of each of its turns due to an aberrant wound. This damage is cumulative. A creature can take an action to staunch the wound, ending this effect with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
  • Vicious Critical. When the shifting hulk scores a critical hit with an attack, it can roll the attack’s damage dice three times instead of twice.
  • Fast Healing. While at half its hit points or fewer, the shifting hulk regains 10 hit points at the start of each of its turns. This trait doesn’t function while the hulk has 0 hit points.
  • Shapechanger. The shifting hulk can use an action or a bonus action to polymorph into a form that resembles its Small or Medium humanoid appearance before it became a horror. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true Large form if it dies.

ACTIONS

  • Multiattack. The shifting hulk makes two attacks and uses frightening attacks.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage and Aberrant Wound.
  • Spine. Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 18 (3d8 + 5) piercing damage and Aberrant Wound.
  • Frightening Attacks. Each creature of the shifting hulk’s choice within 30 feet of the hulk and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hulk’s frightening attacks for the next 24 hours or until it scores a critical hit, whichever comes first.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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