Amalj'aa Pyromancer (5e Creature)

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Amalj'aa Pyromancer[edit]

Medium humanoid (amalj'aa), lawful neutral


Armor Class 13 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 13 (+1) 15 (+2)

Saving Throws Str +5, Cha +4
Skills Arcana +1, Perception +3, Survival +3
Proficiency Bonus +2
Damage Vulnerabilities cold
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
Challenge 2 (450 XP)


Hydrophobia. If the amalj’aa is hit with or submerged in water, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. Regardless of the saving throw’s outcome, it has disadvantage on all ability checks and saving throws for 1 hour.

Spellcasting. The amalj’aa is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spells). The amalj’aa knows the following sorcerer spells:

Cantrips (at will): fire bolt, mage hand, message, prestidigitation, true strike
1st level (4 slots): burning hands, detect magic, shield
2nd level (3 slots): hold person, scorching ray
3rd level (2 slots): fireball

ACTIONS

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if wielded in both hands.

Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone.


A pyromancer is an amalj'aa capable of casting arcane magic. Relying almost exclusively on fire-based spells, these pyromaniac mages support their fellow amalj’aa by burning their enemies alive.

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