Bringing back an old 3.5e monster and co-opting the Thoon Hulk for the Dominion of the Black. Thought the Dominion Hive in The Valley of the Brain Collectors could use some diversity so ended up throwing in this guy, shadow-flayers and soldiers. Was good as it had my veteran players perplexed as what this was exactly. All they knew was mind-flayer + hulk = bad. Kill it dead.
Large aberration, lawful evil
STR 23 (+6) DEX 12 (+1) CON 17 (+3)
INT 11 (+0) WIS 17 (+3) CHA 12 (+1)
Saving Throws Str +8
Damage Resistances psychic
Senses darkvision 120ft., passive Perception 16
Languages Aklo, Deep Speech, Undercommon , telepathy 120ft.
Challenge 7 (2,900 XP)
Attack Overdrive. As a bonus action, a Dominion hulk can gain advantage attack rolls and 5 (1d10) damage for 1 round. Using this ability deals 10 points of damage to the Dominion hulk.
Multiattack. The Dominion Hulk makes two axe hand attacks and one brutal tentacle attack.
Brutal Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 22 (3d10 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15 with disadvantage). The creature automatically takes damage every round while grappled.
Axe Hands. Weapon Attack: +9 to hit, reach 10ft., one target.
Hit: 16 (2d10 + 6) slashing damage and the target must make a DC 15 Strength check or be knocked back 10-feet and fall down prone.
Psychic Explosion. When the hulk is dropped to 0 hit points in explodes in a psychic manifestation of power. All creatures within a 10-foot sphere of the hulk take 16 (4d8) psychic damage. A creature that makes a DC 15 Dexterity save halves the damage.
Breed for combat, the Dominion Hulks are physically brutal as a mind flayer is intelligent. This amalgamation of rubbery flesh and artificial parts has heavy axelike blades instead of hands and twisted, slimy tentacles covering the lower half of its face.