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Cinder Knight

Medium elemental, neutral

Armor Class 18 (plate)
Hit Points 105 (14d8 + 42)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 6 (–2) 10 (+0) 7 (–2)

Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities paralyzed, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Common, Ignan
Challenge 10 (5,900 XP)

Special Traits

  • Heat Aura. At the start of each of the cinder knight’s turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
  • Illumination. The cinder knight sheds dim light in a 15-foot radius.
  • Water Susceptibility. For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

  • Multiattack. The cinder knight makes two melee attacks.
  • Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

About

This intimidating figure stands unmoving, an immense sword clutched in its hands. Wisps of smoke rise from its blackened armor.

Cinder knights are elemental creatures composed completely of fire and encased in suits of irremovable armor. Over time, the armor adheres to the cinder knight’s form, and the armor chars and blackens as the flames of the cinder knight’s body scorch and burns it. Cinder knights dwell on the Plane of Fire among other fire elementals and creatures. The creature’s true origins are unknown, but some believe the cinder knight to be an advanced form of fire elemental or perhaps a fire elemental punished for some transgression.

A cinder knight stands over 6 feet tall and weighs 200 pounds (without its armor, its true form weighs less). The creature’s true form is never seen, for when a cinder knight dies, its fires extinguish, and it vanishes in wisps of smoke, leaving only its armor behind. The armor is extremely hot to the touch and deals 1d6 fire damage to any creature touching it. One hour after a cinder knight dies, the armor, while still warm, can be handled without taking damage.

A cinder knight rarely attacks using natural attacks, preferring the use of weapons in combat. Greatswords are the most common weapon, followed by mauls, longswords, and flails. Regardless of the weapon used, a cinder knight deals fire damage with its fire attack (a product of the creature itself and not the weapon).

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