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Dust Hulk
- STR
- 15 (+2)
- DEX
- 19 (+4)
- CON
- 16 (+3)
- INT
- 10 (+0)
- WIS
- 12 (+1)
- CHA
- 8 (-1)
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.
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
The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
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.
Find this creature in the encounter builder

Source: Bigby Presents: Glory of the Giants, p. 131 - Licenses and attribution