Living Flame

Medium elemental, neutral

Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 4 (-3) 9 (+0) 3 (-4)

Damage Immunities fire
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses blindsight 60 ft., passive Perception 9
Languages
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Fiery Form. Any creature that starts its turn within 5 feet of the sphere must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage. A creature that touches the sphere or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Water Susceptibility. For every 5 ft. the sphere moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.
  • Death Burst. When the sphere dies, it explodes in a burst of flame. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

ACTIONS

  • Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) fire damage.
Section 15: Copyright Notice

The Gates of the Shadowmage © 2020, The Eldritch Press; Authors Fletcher Haug and Guy Corey

This is not the complete license attribution - see the full license for this page