Large elemental, Chaotic Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 84 (8d10 + 40) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 12 (+1) | 20 (+5) | 9 (-1) | 14 (+2) | 10 (+0) |
| Saving Throws | Con +8, Dex +4, Wis +5 |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire; poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | passive Perception 15 |
| Languages | Giant, Ignan |
| Challenge | 7 |
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 Vision and Light. 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.
The cinder hulk makes two Slam attacks.
Melee Attack Roll: +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.