Armor Class
18
Hit Points
210
(20d12 + 80)
Speed
20 ft.
STR
24
(+7)
DEX
8
(-1)
CON
20
(+5)
INT
8
(-1)
WIS
12
(+1)
CHA
7
(-2)
Damage Resistances
Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Charmed, Frightened, Paralyzed, Poisoned
Senses
Passive Perception 11
Languages
--
Challenge
10 (5,900 XP)
Proficiency Bonus
+4
Traits
Weak Points. Attacks against the Automaton Hulk's shoulder joints, back vents, or eye lens have advantage.
Actions
Multiattack: The Automaton Hulk makes two attacks with its autocannons.
Autocannon: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 28 (5d8 + 6) piercing damage.
Shockwave Stomp: All creatures within 10 ft. of the Automaton Hulk must succeed on a DC 16 Dexterity saving throw or take 22 (5d8) lightning damage and be knocked prone.
Reactions
Overload: When the Automaton Hulk takes damage from a critical hit, it can use its reaction to immediately make an autocannon attack against a target within range.
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