THE SHARED REFERENCE Adventurer

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.

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