Flamer of Tzeentch (5e Creature)

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Flamer of Tzeentch

Medium fiend (demon), chaotic evil


Armor Class 14
Hit Points 102 (12d8 + 48)
Speed 0 ft., fly 50 ft.


STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 18 (+4) 8 (-1) 16 (+3) 6 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, frightened, paralyzed
Senses passive Perception 13
Languages Abyssal
Challenge 7 (2,900 XP)


Fire Absorption. Whenever the flamer is subjected to fire damage, it takes no damage and regains a number of hit points equal to the fire damage dealt.

Wreathed in Flames. A creature that touches the flamer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

ACTIONS

Multiattack. The flamer makes two attacks, either with its bite or with its Fire Bolt.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1) piercing damage and an additional 5 (1d10) fire damage.

Fire Bolt. Ranged Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d10) fire damage.

Warp Flame (Recharge 5-6). The flamer exhales a fire in a 30-foot cone. Each creature in that are must make a 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Ball (3/Day). The flamer hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners.


809459-tzeentch_flamer_super.jpg

Bounding in a disturbing fashion, flamers of Tzeentch spring toward the foe spouting wyrdflame, the warpfire of Chaos itself. The supernatural flames writhe and leer, but most of all they burn, scorching the foe’s flesh, bones and soul. Yet the Changer of Ways is fickle, and fires that have burnt out may leap to life again, or even heal the afflicted.


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