Flare Dancer (5e Creature)

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Flare Dancer[edit]

Medium elemental, chaotic evil

Armor Class 18 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft.

12 (+1) 18 (+4) 14 (+2) 11 (+0) 8 (-1) 16 (+3)

Saving Throws Dex +7, Con +5
Skills Acrobatics +7
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities petrified, unconscious
Senses passive Perception 9
Languages Subrosian
Challenge 7 (2,900 XP)

Death Burst. When the flare dancer dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Absorption. Whenever the flare dancer is subjected to fire damage, it takes no damage and instead gains a number of hit points equal to the fire damage dealt.

Illumination. The flare dancer sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This illumination ceases while the flare dancer is prone.

Prone Vulnerability. While the flare dancer is prone, its immunity to bludgeoning, piercing, and slashing damage is negated. Unlike a normal creature, a flare dancer can only negate the prone condition by recovering hit points.

Smooth Moves. The flare dancer's movement does not provoke opportunity attacks.

Weak Point. The flare dancer's body is comprised of a small black torso surrounded with flaming limbs. A successful called shot against the dancer's torso with a weapon attack from at least 10 feet away will cause it to fall prone, even if it takes no damage. Any source of thunder damage, regardless of whether or not it is a called shot, will cause the flare dancer to fall prone.


Multiattack. The flare dancer can only use this action if it is not prone. It uses its flaming shortsword once, and burning trail twice.

Flaming Shortsword. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage.

Burning Trail. The flare dancer drops a small magical flame in the space it occupies, which lasts until its next turn. It cannot create this flame in a space already occupied by a flame. Any creature that starts its turn or moves within 5 feet of the flame must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) fire damage.

Invoke Flame (Recharge 5-6). An explosive burst of fire detonates from the flare dancer's body. It recovers 21 (6d6) hit points. Any creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

A flare dancer's true body is only a small, dark center inside the fiery limbs and clothing it manifests.

The true form of a flare dancer appears as a roughly spherical shaped black blob a little over a foot in diameter, featuring a small head and a pair of tiny legs. From this form it can create long arms, legs, headgear, and armor created entirely of magical fire. It is known to gracefully slide—almost dance—between foes on these elegant flaming limbs. Its magic is notoriously fragile, however, as knocking it to the ground is enough to cause these limbs to vanish abruptly. Only when a flare dancer regains its strength can it regrow its flaming arms and armor.

Flare dancers seem to naturally persist solely in areas of immense heat. Habitats could include the caverns of active volcanoes, or the depths of Subrosia. They are known to wildly attack anything and everything that is capable of burning.

Elemental Nature. A flare dancer doesn't require air, food, drink, or sleep.

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