Armor Class
16
Cinder Hulk
Large Elemental · Chaotic Evil
Hit Points
84 (8d10 + 40)
Speed
Walk 40 ft.
CR
7
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 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 () 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. 16 () Bludgeoning damage plus 10 () Fire damage.
Wave of Cinders Recharge 5
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 () Fire damage and has the condition until the end of its next turn. On a successful save, a creature takes half as much damage only.