Cinder Hulk

(Bigby Presents: Glory of the Giants)

Large elemental, Chaotic Evil

Armor Class16 (natural armor)
Hit Points84 (8d10 + 40)
Speed40 ft.
STRDEXCONINTWISCHA
20 (+5) 12 (+1) 20 (+5) 9 (-1) 14 (+2) 10 (+0)
Saving ThrowsCon +8, Dex +4, Wis +5
SkillsPerception +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesfire; poison
Condition Immunitiesexhaustion; poisoned
Sensespassive Perception 15
LanguagesGiant, Ignan
Challenge7

Traits

Death Burst.

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.

Actions

Multiattack.

The cinder hulk makes two Slam attacks.

Slam.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) fire damage.

Wave of Cinders (Recharge 5-6).

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.