Large elemental, chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 84 (8d10 + 40)
- Speed
- 40 ft.
- Challenge
- 7 (2,900 XP)
- Saving Throws
- Con +8, Dex +4, Wis +5
- Skills
- Perception +5
- Damage Immunities
- fire; poison
- Condition Immunities
- exhaustion; poisoned
- Senses
- passive Perception 15
- Languages
- Giant, Ignan
Traits
When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6) fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind.
Actions
The cinder hulk makes two Slam attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) fire damage.
The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.