Blaze Elemental (5e Creature)

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Blaze Elemental[edit]

Large elemental, neutral


Armor Class 15 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 25 ft.


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 20 (+5) 10 (+0) 10 (+0) 15 (+2)

Proficiency Bonus +4
Damage Vulnerabilities cold
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Ignan
Challenge 11 (7,200 XP)


Illumination. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Lava Body. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Any metal that the elemental touches (such as non-adamantine metal weapons used to attack it, or metal armor worn by a creature the elemental attacked) are under the effects of the heat metal spell for 1 minute. Any nonmagical, flammable objects that the elemental touches catch fire if they aren't being worn or carried.

Lava Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage. The space the elemental occupies is difficult terrain for other creatures. A creature which ends its turn in the same space as the elemental takes 11 (2d10) fire damage.

Lava Nature. Whenever the elemental takes cold damage, it cools and hardens, and its speed is decreased by 15 feet until the start of its next turn.

Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 2 cold damage (this includes its vulnerability to cold damage).

ACTIONS

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) fire damage.

Molten Rock. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 4 (1d8) fire damage.

Heat Manipulation (Recharge 6). The elemental uses one of the following heat manipulations:

Flame Spew. The elemental sprays fire from its head in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 39 (6d12) fire damage on a failed save, or half as much damage on a successful one.
Boiling Wave. The elemental emits a pulse of burning heat in a 30-foot sphere centered on itself. Each creature in that area must make a DC 17 Dexterity saving throw, taking 19 (3d12) fire damage on a failed save or half as much damage on a successful one.

BONUS ACTIONS

Finish Him! When the elemental reduces a creature to 0 hit points with a melee attack on its turn, the elemental moves up to half its speed and makes a slam attack.


Blazeeee.jpg

When an individual achieves a certain mastery over the element of lava, they may be able to merge with the element, becoming a blaze elemental. Though rare, when one does arise, empires tremble.

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