Monster
Cinder Hulk
Outside your table’s allowed sources
Official reference · BGG · 2014
- Creature type
- Elemental
- Size
- Large
- Armor class
- 16 (natural armor)
- Hit points
- 84 (8d10 + 40)
- Speed
- Walk 40 ft.
- Challenge rating
- 7
- Alignment
- Chaotic Evil
- Strength
- 20
- Dexterity
- 12
- Constitution
- 20
- Intelligence
- 9
- Wisdom
- 14
- Charisma
- 10
- Passive Perception
- 15
- Saving Throws
- dex: +4; con: +8; wis: +5
- Skills
- perception: +5
- Languages
- Giant, Ignan
- Immunities
- fire, poison
- Condition Immunities
- exhaustion, poisoned
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 2. 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 Weapon Attack: +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.