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Elemental Prince, Fire

Huge elemental, neutral

Armor Class 17
Hit Points 351 (26d12 + 182)
Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 23 (+6) 25 (+7) 13 (+1) 14 (+2) 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Ignan
Challenge 17 (18,000 XP)

Special Traits

  • Fire Form. Nar al Nar can move through a space as narrow as 1 inch wide without squeezing. A creature that touches Nar al Nar or hits him with a melee attack while within 5 feet of him takes 11 (2d10) fire damage. In addition, Nar al Nar can enter a hostile creature’s space and stop there. The first time he enters a creature’s space on a turn, that creature takes 11 (2d10) fire damage and ignites. A burning creature takes 11 (2d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.
  • Illumination. Nar al Nar sheds bright light in a 50-foot radius and dim light in an additional 50 feet.
  • Magic Resistance. Nar al Nar has advantage on saving throws versus spells and other magical effects.
  • Magic Weapons. Nar al Nar’s attacks are magical.
  • Water Susceptibility. For every 5 feet Nar al Nar moves in water, or for every gallon of water splashed on him, he takes 1 cold damage.

Actions

  • Multiattack. Nar al Nar makes two Touch attacks.
  • Touch. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) fire damage. If the target is a creature or flammable object, it ignites. A burning creature takes 11 (2d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.
  • Firestorm (recharge 5–6): Nar al Nar emits a fan of flame all around him. Any target within 20 feet must make a DC 18 Dexterity saving throw. On a failure, a target takes 16 (3d10) fire damage and ignites. A burning creature takes 11 (2d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.
  • Summon Fire Elementals (2/day). Nar al Nar may summon 1d4 Large fire elementals. They appear in unoccupied spaces of Nar al Nar’s choice within 100 feet of Nar al Nar, act on their own initiative, and obey Nar al Nar unquestioningly.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene