Berserk. Whenever the APEX Hulk starts its turn with 40 hit points or fewer, roll a d6. On a 6, the APEX Hulk goes berserk. On each of its turns while berserk, it attacks the nearest creature it can see. If no creature is near enough to move to and attack, the APEX Golem attacks an object, with preference for an object smaller than itself. Once it goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The APEX Hulk has advantage on it's first attack every round while berserk.
Uncontrolled Power. Once per turn when APEX Hulk hits a creature with an Attack it can push it up to 10ft. If the creature collides with another creature or an object, both take 2d10 bludgeoning damage.
Limited Life. When APEX Hulk is created, roll a 1d6+1. APEX Hulk stays alive for a number of rounds equal to the result, dying at the start of his turn immediately after as its body cannot withstand the transformation.
Magic Weapons. The APEX Hulk's weapon attacks are magical.
Multiattack. The APEX Hulk makes two slam attacks, one of which can be replaced by toss.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) bludgeoning damage.
Toss. (only available if APEX hulk has an object at least one size smaller within its reach) RangedWeapon Attack: +7 to hit, range 20/60 ft., 1 target. Hit: 12 (2d6 + 4) bludgeoning damage.
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