Cinder Hulk

Large Elemental, Chaotic Evil

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

Find this creature in the encounter builder

Cinder Hulk

Source: Bigby Presents: Glory of the Giants, p. 123 - Licenses and attribution