Astral Hulk
Large immortal magical beast
Level 17 Soldier XP 1600

HP 167; Bloodied 83Initiative +13
AC 33, Fortitude 29, Reflex 28, Will 29Perception+12
Speed 5, burrow 2 (tunneling)Darkvision, tremorsense 5

Standard Actions

Claws At-Will

Attack: Melee 2 (one creature); +22 vs. AC

Hit: 2d10 + 14 damage, and the target is marked until the end of the hulk’s next turn.

Gaze of Lassitude (charm) At-Will

Attack: Close blast 5 (enemies in the blast); +20 vs. Fortitude

Hit: 2d6 + 3 damage, and the hulk pulls the target 4 squares. In addition, the target is slowed (save ends).

Gaze of Annihilation Encounter

Attack: Close blast 5 (enemies in the blast); +20 vs. Fortitude

Hit: 2d10 + 5 damage.

Miss: Half damage.

Effect: The target is marked until the end of the hulk’s next turn.

Triggered Actions

Entrapping Mandibles At-Will

Requirement: The hulk must not have a creature grabbed.

Trigger: An enemy marked by the hulk shifts.

Attack (Immediate Interrupt): Melee 1 (the triggering enemy); +22 vs. Fortitude

Hit: The target is grabbed.

Str 30 (+18)                Dex 17 (+11)                Wis 18 (+12)
Con 23 (+14)                Int 8 (+7)                Cha 13 (+9)

Alignment evil        Languages understands Deep Speech

Published in Monster Manual 3, page(s) 199, Dungeon Magazine 203.