Flammengeist (5e Creature)
From D&D Wiki
Flammengeist[edit]
Medium undead, any alignment (generally chaotic evil) Armor Class 12
Proficiency Bonus +3 Ethereal Sight. The flammengeist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Fire Aura. At the start of each of the flammengeist's turns, each creature within 5 feet of it takes 10 (3d6) fire damage (cold damage as a vintergeist), and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the flammengeist or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage (cold damage as a vintergeist). This aura can still be active when it possesses a living creature. Incorporeal Movement. The flammengeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Change Form. If the flammengeist takes damage, it can use its action on its next turn to become a vintergeist. As a vintergeist, it has immunity to cold damage instead of vulnerability and vulnerability to fire damage instead of immunity and whenever it would deal fire damage, it instead deals an equal amount of cold damage. ACTIONSBurning Touch. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 19 (4d6 + 5) fire damage (cold damage as a vintergeist). Etherealness. The flammengeist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane (it appears like a blue orb or shadow of ghostfire) while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. The flammengeist's Fire Aura and burning touch can still affect targets in the Material Plane when it is in the Ethereal Plane. Horrifying Visage. Each non-undead creature within 60 feet of the flammengeist that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this flammengeist's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 5-6). One humanoid that the flammengeist can see within 5 feet of it must succeed on a DC 15 Charisma saving throw or be possessed by the flammengeist; the flammengeist then disappears, and the target is incapacitated and loses control of its body. The flammengeist now controls the body but doesn't deprive the target of awareness. The flammengeist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
|
The flammengeist is a horrifying spiritual entity. It is a ghost born from the horrific death of someone who was burnt on a pyre for execution. These beings can manifest as pillars of smoke and shadow when calm but when provoked appear as an ethereal corpse of a screaming, burning corpse surrounded with raging hellfire (crimson red) or balefire (dark green). Their rage can bring them back from death many times and only the divine prayers of the clergy, begging for forgiveness might calm these wailing spectral furies. When they jump into the Ethereal Plane they appear as a shadow or orb wreathed in ghostly blue flame but this fire can still affect the living. What is rarely known is that the flammengeist can also suddenly change its elemental form and become a vintergeist because the victims also suffer extreme cold before being burned alive. Undead Nature. A flammengeist doesn't require air, food, drink, or sleep. |
Back to Main Page → 5e Homebrew → Creatures