Shapechanger. The Hulk starts out as Bruce Banner with the stats of a commoner and the following changes: his Intelligence score is 22, his Wisdom score is 19, and has proficiency (+7) in all Intelligence and medicine checks. If he is reduced to 0 HP or fails his DC 19 Wisdom Saving throw when upset/hurt, he transforms into the Hulk. He can decide to transform as a bonus action.
Siege Monster. The Hulk deals double damage to objects and structures.
Keen Senses. The Hulk has advantage on Wisdom (Perception) checks and initiative rolls. Additionally, he cannot be surprised while conscious.
Monstrous Ability. As Hulk is prone, standing up uses only 5 feet of his movement, and whenever he makes a jump he can move 5 feet instead 10 feet to do the maximum distance, his jump distance is also quadrupled. When determining his ability to carry, push, or lift weight he multiplies his current maximum amount by eight. Lastly, if he fails any Strength checks, he can use his strength score instead to possibly change the result. Gamma form: jump distance and weight carried is doubled.
Greater Regeneration. Hulk regains 20 HP at the start of each of his turns. While in gamma form, he regains 30 instead.
Mindless Rage. Hulk has advantage on Wisdom saving throws and effects to resist being charmed.
Gamma Rage. When the Hulk reaches 0 HP, he may activate this trait and go into his gamma form. Once this happens, he regains 300 HP instantly, certain attacks/abilities have new additions active, new legendary actions, and the following passive effects:
- He may no longer be charmed nor put to sleep or unconscious while in this rage.
- Adds 8 to damage rolls using Smash and Hurl Debris.
- Sonic Clap and Seismic Slam have extended ranges of 30 ft (60 ft total) and each do an additional 18 (4d8) necrotic damage.
- Can now use the dash action as a bonus action.
- Immunity to necrotic damage.
- Negative conditions acquired by spells and effects that last a certain amount of time end after one turn now instead.
- If he is reduced back to 0 HP while this trait is active, he stays conscious and makes one additional action on his turns, only dying if he fails his death saving throws and his HP is still 0 at the end of a turn.
Multiattack. In gamma form, the Hulk makes four Smash attacks. He can replace two attacks for a use of Sonic Clap, Seismic Slam, or Hurl Debris up to two times per turn.
Smash (Unarmed Strike). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage. Gamma form: each attack does an additional 5 (1d10) necrotic damage.
Sonic Clap. Hulk makes a super sonic clap with the palms of his hands that sends a shockwave through the air. Each creature in a 30-foot-radius dome from Hulk must make a DC 22 Constitution saving throw. They each take 27 (6d8) thunder damage and become deafened till the Hulk's next turn, or half as much with no condition added on a success. In gamma form, he also gives the stunned condition on a failed save.
Seismic Slam. The earth crumbles underneath as Hulk slams into it and strikes enemies around. Each creature touching the ground within 30 ft of the Hulk must make a DC 22 Strength saving throw. A creature affected takes 27 (6d8) bludgeoning damage and becomes prone, or half as much with no condition. In gamma form he causes the the area in range to become difficult terrain.
Hurl Debris. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Gamma form: if hit target is large or smaller, they are knocked prone.
Extra attack. If the Hulk made an attack on his turn, he may make one additional Smash attack as a bonus action.
Hulk can take up to two reactions per round but only one per turn.
Strong Rebuke. When the Hulk takes damage from an attack roll he can use this reaction. Add 1d4 + 8 Temporary Hit Points before he takes damage and on his turn he has advantage with his next attack roll against the attacker.
The Hulk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Hulk regains spent legendary actions at the start of his turn.
Smash. Hulk makes one Smash attack
Dash. Hulk moves up to half his movement speed without provoking opportunity attack.
Crash (Costs 2 Actions). Hulk uses either his Seismic Slam or Hurl Debris actions
If the Gamma Rage trait has activated in the last hour, he can use the options below as legendary actions
Vicious Charge (Costs 2 Actions). The Hulk makes a grapple against one target and moves them up to his movement speed to the nearest wall or structure to pin them. When first pinned, the target takes 22 (4d10) bludgeoning damage, plus 9 (4d8) necrotic damage and becomes restrained while grappled this way.
Atomic Eruption (Costs 3 Actions). Enraged by the building gamma radiation in him, he releases a devastating force in a attack. Each creature caught in his 120-foot-radius sphere must make a DC 25 Constitution saving throw. Every structure/creature takes 55 (10d6 + 20) force damage, plus 18 (4d8) necrotic damage and become prone or half as much with no condition on a success. If a creature fails the DC by more than 10, they become unconscious instead.
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