b'Hellbender \n'b'  Large   aberration ,  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  76 (8d10 + 32)  Speed  20 ft.\n'b' STATS STR: 20 (+5) DEX:  12 (+1)  CON:  19 (+4)  INT:  5 (-3)  WIS:  9 (-1)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  acid, poison  Damage Immunities  fire  Senses   darkvision  60 ft., passive  Perception  9  Languages  Hellbender  Challenge  5 (1,800 XP) \n'b' Actions \n'b'   Multiattack . The hellbender makes two attacks with its claws. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 10 (1d10+5) slashing damage plus 4 (1d8) fire damage. \n'b'  Fiery Pulse (Recharge 5-6) . The hellbender sends a burst of fire from all small pores in its chitin-like hide. Any creature within 5 feet of the hellbender must make a DC 15  Dexterity  saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'  About \n'b' An extremely scarce planar creature that looks somewhat like a cross between a  salamander  and a toad, the hellbender rarely leaves its natural plane willingly. The fiery-clawed creatures are usually enslaved and transported to a location where their special talent can be exploited; their massive, intensely hot claws drip fire and are capable of melting rock and stone quickly. They are weak minded and will finish whatever tunneling task they begin without considering other options. Their steely chitin hide protects them from rock slides and tunnel collapses, and if they become trapped within tons of rubble, they use their fiery pulse to burn their way out. If the malevolent hellbender becomes idle, it looks for something to eat or kill. Hellbenders will turn on each other or other nearby creatures if they\xe2\x80\x99re not digging or tunneling. \n'b' Hellbender masters often think twice about enslaving hellbenders once their work is done.'