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BGG p. 123

Cinder Hulk CR: 7

Large elemental, typically chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 84 8d10+40
Speed: 8 sq.

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 Rating: 7 ( 2'900 XP)
Proficiency Bonus: +3

Death Burst. When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-square-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 1 sq., one target. Hit: 16 ( 2d10+5 ) bludgeoning damage plus 10 ( 3d6 ) fire damage.
  Wave of Cinders (Recharge 1d6>=5 ). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-square 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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