Incendine Pyro Knight (5e Creature)

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Incendine Pyro Knight

Medium humanoid (incendine), lawful neutral


Armor Class 20 (plate, shield)
Hit Points 153 (18d8 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 11 (+0) 12 (+1) 15 (+2)

Damage Resistances cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Ignan
Challenge 14 (11,500 XP)


Brave. The incendine has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the incendine hits with it (included in the attack).

Heated Body. A creature that touches the incendine or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage.

Heated Weapons. When the incendine hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack).

Ignited Illumination. As a bonus action, the incendine can set itself ablaze or extinguish its flames. While ablaze, the incendine sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Innate Spellcasting. The incendine's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fire bolt
1/day each: burning hands, continual flame

ACTIONS

Multiattack. The incendine makes two attacks.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands, plus 7 (2d6) fire damage.


Incendine pyro knights shroud themselves in flames in battle, wielding the tremendous power of elemental fire. Incendine pyro knights fight enemies in melee whenever it is possible, striking them with their flame-empowered weapons and allowing the flames that surround them to burn foes that would attack them with melee weapons.


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