Heated Body. A creature that touches the cinder hulk or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage.
Immolating Gaze. When a creature starts its turn within 30 feet of the cinder hulk and is able to see the cinder hulk’s eyes, the cinder hulk can magically force it to make a DC 15 Constitution saving throw, unless the umber hulk is incapacitated.
On a failed saving throw, the creature takes 18 (4d8) fire damage and is set ablaze, taking 9 (2d8) fire damage at the end of each of it turns until it uses an action to make a DC 13 Dexterity check to extinguish itself, a creature that drops prone and rolls on the ground as part of this action gains advantage on the check. On a successful save the creature takes 9 (2d8) fire damage but suffers no additional effects.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the cinder hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the cinder hulk in the meantime, it must immediately make the save.
Tunneler. The cinder hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Multiattack. The cinder hulk makes three attacks: two with its claws and one with its mandibles or slag spit.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage, plus 9 (2d8) fire damage.
Slag Spit. Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 22 (4d8 + 4) fire damage.
Description
An Infernal mutation of the already terrifying Umber Hulk, the Cinder Hulk is a ruthless subterranean hunter infused with the primordial element of fire that typically dwells in volcanic regions. Where they differ from their underdark dwelling cousins however is their notably longer strait and serrated mandibles strong enough to crush the hardest rocks and grant them superior reach, carapace more durable then plate mail that can resist lesser weapons, and their superheated form that makes them incredibly dangerous in close proximity. While Incredibly dangerous and while it is highly advised to keep as much distance between you and such a creature as possible, it has been documented that the creatures seem almost docile when partaking in their favourite pass time; bathing in lava flows.
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