Flameborn Exalted (5e Creature)

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Flameborn Exalted[edit]

Medium elemental (flameborn), chaotic evil

Armor Class 18 (plate armor)
Hit Points 170 (20d8 + 80)
Speed 30 ft.

20 (+5) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Con +10, Wis +8
Skills Athletics +11, Intimidation +15
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Ignan
Challenge 17 (18,000 XP)

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 gains 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
3/day each: fireball, flame blade, wall of fire
1/day: plane shift (self only)

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.


Multiattack. 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.

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.
A flameborn exalted is created when an ordinary flameborn or flameborn pyre embarks on a pilgrimage to the Elemental Plane of Fire to barter what remains of its soul for power. Few flameborn ever embark on this journey and fewer still return, but those that do return as flameborn exalted. As part of becoming an exalted, a piece of the flameborn's soul remains in the Plane of Fire, burning forevermore as a soul fire. While this fire burns, the flameborn is blessed with immortality, returning from death if it is somehow slain in battle. Only powerful magic aligned with elemental water can extinguish a soul fire, though most beings of elemental water would be glad to assist in slaying such a powerful being of fire, if more out of rivalry than care for mortals. Even so, the exalted's soul fire must first be found within the Plane of Fire, doubtless guarded by powerful fire elementals and traps. A flameborn exalted can sense if its soul fire is threatened and will immediately travel to the Plane of Fire to protect it, for if the soul fire dies, the exalted is vulnerable.

Elemental Nature. A flameborn exalted doesn't require air, food, drink, or sleep.

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