Flameborn Exalted (5e Creature)
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Flameborn Exalted
Medium elemental (flameborn), chaotic evil Armor Class 18 (plate)
Saving Throws Con +10, Wis +8 Blazing Weapons. The flameborn's weapon attacks are magical. When the flameborn hits with any weapon, the weapon deals an extra 10 (3d6) fire damage (included in the attack). Fire Absorption. Whenever the flameborn is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Heated Body. A creature that touches the flameborn or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Innate Spellcasting. The flameborn's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The flameborn can innately cast the following spells, requiring no material components: At will: fog cloud, heat metal Rejuvenation. If its soul fire burns, a destroyed flameborn gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the soul fire. ACTIONSMultiattack. The flameborn can use its Blazing Command. It then makes three attacks. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) fire damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) fire damage. Blazing Command (3/Day). The flameborn chooses up to three nonhostile creatures it can see within 30 feet of it. An affected creature can use its reaction to make one weapon attack with advantage on the attack roll. On a hit, the attack deals an additional 10 (3d6) fire damage. Each creature that benefits from this action then takes 10 (3d6) fire damage. This damage cannot be reduced or avoided by any means. If this damage reduces an affected creature to 0 hit points, the flameborn regains hit points equal to the damage dealt. Fire Breath (Recharge 5-6). The flameborn exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
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Flameborn exalted are the most powerful and most feared of all flameborn and they are often leaders or highly influential figures in cults dedicated to evil fire. Seldom seen without a swarm of their lesser kin, exalted drive their allies to greater heights with the power of fire, though for many, this power overwhelms their bodies and burns them out entirely, though their deaths reinvigorate the exalted. Elemental Nature. A flameborn exalted doesn't require air, food, drink, or sleep. |
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