b'Shifting Hulk \n'b'  Large   aberration ,  any  \n'b'  Armor Class  16 (natural armor) \n'b' Hit Points  168 (16d10 + 80) \n'b' Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  20 (+5)  INT:  9 (\xe2\x80\x931)  WIS:  11 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4 \n'b' Senses   darkvision  60 ft., passive  Perception  14 \n'b' Languages  understands one language but can\xe2\x80\x99t speak \n'b' Challenge  9 (5,000 XP) \n'b' Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Aberrant Wound . If a creature other than an undead or a construct takes damage from the shifting hulk\xe2\x80\x99s attacks, the creature must succeed on a DC 17  Constitution  saving throw or lose 5 (2d4)  hit points  at the start of each of its turns due to an aberrant wound. This damage is cumulative. A creature can take an action to staunch the wound, ending this effect with a successful DC 15  Wisdom  ( Medicine ) check. The wound also closes if the target receives magical  healing . \n'b'  Vicious Critical . When the shifting hulk scores a critical hit with an  attack , it can roll the  attack\xe2\x80\x99s  damage dice three times instead of twice. \n'b'  Fast Healing . While at half its  hit points  or fewer, the shifting hulk regains 10  hit points  at the start of each of its turns. This trait doesn\xe2\x80\x99t function while the hulk has  0 hit points . \n'b'  Shapechanger . The shifting hulk can use an action or a bonus action to  polymorph  into a form that resembles its Small or Medium humanoid appearance before it became a horror. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true Large form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The shifting hulk makes two attacks and uses frightening attacks. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 19 (4d6 + 5) slashing damage and Aberrant Wound. \n'b'  Spine .  Ranged Weapon Attack : +9 to hit, range 30/60 ft., one target.  Hit : 18 (3d8 + 5) piercing damage and Aberrant Wound. \n'b'  Frightening Attacks . Each creature of the shifting hulk\xe2\x80\x99s choice within 30 feet of the hulk and aware of it must succeed on a DC 12  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the hulk\xe2\x80\x99s frightening attacks for the next 24 hours or until it scores a critical hit, whichever comes first.'