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Dust Hulk

Large elemental, Chaotic Neutral

Armor Class 16 (natural armor)

Hit Points 68 (8d10 + 24)

Speed fly 30 ft.

STR 15 (+2)
DEX 19 (+4)
CON 16 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 8 (-1)

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained

Senses darkvision 60 ft., passive Perception 11

Languages Giant, Terran

Challenge 5

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 Weapon Attack: +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.

Source

Bigby Presents: Glory of the Giants, p. 131