Pyromancer, Strong

Medium humanoid, any alignment

Armor Class 16
Hit Points Henchman
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +5, Con +5
Skills Intimidation +6
Senses passive Perception 11
Languages Terran
Challenge 4 (1100 XP)

ACTIONS

  • Multiattack. The pyromancer can make one burning fist attack and one heat ray attack or two heat ray attacks.
  • Burning Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) fire damage.
  • Heat Ray. Ranged Power Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this ignites if it isn’t being worn or carried.
  • Explosion (Recharge 6). The pyromancer releases a powerful ball of fire to a point it chooses within 150 feet. A streaking ball of fire blossoms and explodes. Each creature in a 20-foot radius sphere centered on that point must make a DC 14 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
  • Flame Torrent (Recharge 5-6). The fire manipulator release fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS

  • Reactive Blast. When a creature’s movement provokes an opportunity attack or an enemy makes a ranged power or weapon attack against the pyromancer, it can use its reaction to activate its heat ray attack.

ABOUT

Strong pyromancer’s have short fuses and explode in anger very easily. Their ability to manipulate fire is almost an extension of their blunt personalities. With much more control over their powers, and their ability to burn bright and hot. They can leave their enemies nothing but a pile of ashes.

Section 15: Copyright Notice

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