Sources
CR
Type
Size
Alignment
Movement

Cinder Hulk

Large Elemental, Chaotic Evil

Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 40 ft.
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 7 (2,900 XP)

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 (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.

Lore

Cinder hulks are distant descendants of fire giants who isolated themselves from the world and steeped themselves in the energy of the Elemental Planes. Over the course of centuries, these giants were transformed into Elementals made of smoke and cinders. Half the size of their giant ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.