Dust Hulk

(Bigby Presents: Glory of the Giants)

Large elemental, Chaotic Neutral

Armor Class16 (natural armor)
Hit Points68 (8d10 + 24)
Speed0 ft., fly 30 ft. (hover)
STRDEXCONINTWISCHA
15 (+2) 19 (+4) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiesexhaustion; grappled; paralyzed; petrified; poisoned; restrained
Sensesdarkvision 60 ft., passive Perception 11
LanguagesGiant, Terran
Challenge5

Traits

Air Form.

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.

Death Burst.

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

Multiattack.

The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust.

Slam.

Melee Attack Roll: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Stinging Dust.

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.