Large elemental, chaotic neutral
- Armor Class
- 16 (natural armor)
- Hit Points
- 68 (8d10 + 24)
- Speed
- fly 30 ft. (hover), 0 ft., canHover true ft.
- Challenge
- 5 (1,800 XP)
- Damage Immunities
- poison
- Condition Immunities
- exhaustion; grappled; paralyzed; petrified; poisoned; restrained
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- Giant, Terran
Traits
The dust hulk can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing.
When the dust hulk dies, it explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
One creature of the dust hulk's choice inside its space must make a DC 14 Constitution saving throw. On a failed save, the creature takes 10 (3d6) bludgeoning damage and has the blinded condition until the end of its next turn. On a successful save, the creature takes half as much damage only.