Large monstrosity (shapechanger), chaotic neutral
Armor Class 19 (natural armor)
Hit Points 486 (36d10 + 288)
Speed 50 ft., climb 50 ft.
Abilities Str 27 (+8), Dex 14 (+2), Con 26 (+8), Int 6 (-2), Wis 9 (-1), Cha 7 (-2)
Saving Throws Str +15, Dex +9, Con +15
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 9
Challenge 25 (75,000 XP)
Sun’s Going Down. If Hulk ends his turn and there is not a hostile creature within 300 feet of him that he can see, he must make a DC 5 Charisma saving throw. On a failed saving throw, Hulk reverts to his true form, which is Bruce Banner (see the Bruce Banner stat block below). Any equipment Hulk is wearing or carrying isn’t transformed. Hulk reverts to Banner if he falls unconscious or dies. Each subsequent round that Hulk doesn’t attack a hostile creature, the DC for this saving throw increases by 1.
Aggressive. As a bonus action, Hulk can move up to his speed toward a hostile creature that he can see.
Brute. A melee weapon deals one extra die of its damage when Hulk hits with it (included in the attack).
Reckless. At the start of Hulk’s turn, Hulk can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of Hulk’s next turn.
Regeneration. Hulk regains 30 hit points at the start of his turn.
Siege Monster. Hulk deals double damage to objects and structures.
Standing Leap. Hulk’s long jump is up to 150 feet and his high jump is up to 75 feet, with or without a running start.
Multiattack. Hulk makes five smash attacks. He can replace any two of the smash attacks with one car attack.
Smash. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Car. Melee or Ranged Weapon Attack: +15 to hit, reach 15 ft. or range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Ragdoll (Recharge 5-6). Hulk attempts to grab one Medium creature within 10 feet of him. Hulk makes a Strength check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, Hulk grabs the creature and slams it repeatedly on the ground around him. The target takes 56 (9d10 + 7) bludgeoning damage and must succeed on a DC 23 Constitution saving throw or become stunned. In addition, each creature within 10 feet of Hulk must make a DC 23 Dexterity saving throw. On a failed saving throw, a target takes 23 (3d10 + 7) damage and is pushed 10 feet away from the Hulk and knocked prone. On a successful saving throw, the target takes half as much damage and isn’t pushed or knocked prone.
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. Hulk regains spent legendary actions at the start of his turn.
Move. Hulk moves up to his full movement speed.
Smash. Hulk makes a smash attack.