Large elemental, Chaotic Neutral
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 68 (8d10 + 24) |
| Speed | 0 ft., fly 30 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 19 (+4) | 16 (+3) | 10 (+0) | 12 (+1) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; grappled; paralyzed; petrified; poisoned; restrained |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | Giant, Terran |
| Challenge | 5 |
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.
The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust.
Melee Attack Roll: +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.