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Cinder Hulk
- STR
- 20 (+5)
- DEX
- 12 (+1)
- CON
- 20 (+5)
- INT
- 9 (-1)
- WIS
- 14 (+2)
- CHA
- 10 (+0)
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
The cinder hulk makes two Slam attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) fire damage.
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

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