Doom Hulk
Large aberrant animate
Summoned Creature

HP your bloodied value; Healing Surges none, but you can expend a healing surge for the doom hulk if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6

Child of the Void (necrotic) Aura 1

Any creature that willingly leaves the aura takes 10 necrotic damage.

Standard Action (necrotic) At-Will

Attack: Melee 2 (one creature); your level + 5 vs. Reflex

Hit: 3d10 + your Charisma modifier necrotic damage, and you gain 10 temporary hit points. If you already have temporary hit points, you gain a +5 power bonus to your next damage roll.

Minor Action At-Will 1/round

Effect: The doom hulk either walks, shifts, runs, stands up, squeezes, or crawls.

Published in Heroes of Shadow, page(s) 81.