Flameborn (5e Creature)

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Flameborn[edit]

Medium humanoid (flameborn), chaotic evil


Armor Class 12
Hit Points 45 (7d8 + 14)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

Senses darkvision 60 ft., passive Perception 10
Languages Common, Ignan
Challenge 2 (450 XP)


ACTIONS

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Burning Strike. The flameborn makes one weapon attack. If the attack hits, it deals an additional 3 (1d6) fire damage. Regardless of whether the attack hits or misses, the flameborn then takes 3 (1d6) fire damage. This damage cannot be reduced or avoided by any means.

REACTIONS

Burning Retribution. When the flameborn is reduced to 0 hit points it may move up to its speed and make one weapon attack. If the attack hits, it deals an additional 7 (2d6) fire damage. If the flameborn was reduced to 0 hit points by fire damage it has advantage on the attack roll.
The flameborn can use Burning Retribution even if it has already used a reaction this turn.

Flameborn are created by spellcasters dedicated to evil fire from ordinary humanoids through rituals that tap into the power of elemental fire. Their bodies are covered in fiery veins and their eyes glow a malevolent red. A flameborn is highly aggressive and must be kept restrained at almost all times, otherwise, it will lash out at any nearby creatures, even other cult members, though the spellcaster that created it can designate individuals that the flameborn won't attack, such as members of the cult's leadership or those who speak a command word or wear an arcane sigil. It also won't attack fire elementals unless they attack it first.
In battle, a flameborn charges furiously at the closest enemy, relying on its sheer brute strength and minor power over fire to tear its foes apart. When the flameborn inevitably burns itself out, it surges forth in one final strike, seeking to kill the enemy that bested it, or the nearest foe otherwise.



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