Fire Phantom

Medium undead, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.

19 (+4) 14 (+2) 13 (+1) 5 (-3) 12 (+1) 14 (+2)

Damage Vulnerabilities cold
Damage Immunities fire
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages Ignan
Challenge 6 (2,300 XP)

Special Traits

  • Brutal Critical. The fire phantom can roll one additional weapon damage when determining the extra damage for a critical hit with a melee attack.
  • Death Throes. When the fire phantom dies, it explodes, and each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.
  • Fire Form. A creature that touches the fire phantom or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
  • Reckless. At the start of its turn, the fire phantom can gain advantage on all melee weapon attack rolls that turn but attack rolls against it have advantage until the start of its next turn.


  • Multiattack. The fire phantom makes two fist of fire attacks.
  • Fist of Fire. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.
  • Fire Blast. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage.


This humanoid has raging fire for hair and flame-encased fists.

Elemental fire plays across its body exposing patches of charred flesh. Its eyes and tongue look like tiny balls of molten fire. Blackened teeth fill its mouth and flames dance in the back of its throat.

When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire. Fire phantoms desire nothing more than to return to the Material Plane and destroy as many living creatures as possible by consuming them in the same flames that now house their spirit.

Fire phantoms are encountered in areas where fires are already burning (campfires, pyres, vigils, etc.). They step through a portal from the Plane of Fire into a fire on the Material Plane. This fire must be at least Small or larger; else any attempt by the fire phantom to enter the Material Plane through that fire automatically fails. Once it enters the plane, it often lies in wait in the fire for potential victims to come near it. A fire phantom hiding inside a fire is difficult to see requiring DC 18 Perception check.

A fire phantom waits inside its fire until it spots a living creature.

It then rushes out, shrieking and hurling globes of fire. If faced with overwhelming odds or facing certain destruction, the fire phantom either moves as close as possible to as many foes as possible or attempts to draw in as many of its opponents as possible and uses it immolation ability. In normal melee, the fire phantom alternates between hurling globes of fire and pummeling a foe with its burning fists. When a fire phantom is wounded, flames dance and play around the wound. Fire phantoms fight until destroyed or all opponents are dead or flee.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

This is not the complete section 15 entry - see the full license for this page