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Cinder Hulk

Large elemental, Chaotic Evil

Armor Class 16 (natural armor)

Hit Points 84 (8d10 + 40)

Speed 40 ft.

STR 20 (+5)
DEX 12 (+1)
CON 20 (+5)
INT 9 (-1)
WIS 14 (+2)
CHA 10 (+0)

Saving Throws DEX +4, CON +8, WIS +5

Skills Perception +5

Damage Immunities fire, poison

Condition Immunities exhaustion, poisoned

Senses passive Perception 15

Languages Giant, Ignan

Challenge 7

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 heavily obscured. 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.

Source

Bigby Presents: Glory of the Giants, p. 123