Shirai Ryu Pyromancer (5e Creature)
Shirai Ryu Pyromancer[edit]
Medium humanoid (any race), any chaotic alignment Armor Class 12
Saving Throws Dex +6 Flaming Kick. If the pyromancer moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, that target must succeed on a DC 12 Strength saving throw or take 5 (1d10) bludgeoning damage plus 9 (2d8) fire damage and be pushed 10 feet away from the pyromancer and be knocked prone. Innate Spellcasting. The pyromancer's innate spellcasting ability is Charisma (spell save DC 12). The pyromancer can innately cast the following spells, requiring no material components: 2/day each: flame cloak, flame jump, flame step Resilience. If damage reduces the pyromancer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the pyromancer drops to 1 hit point instead. ACTIONSKick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. Chain Kunai. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it must succeed on a Strength contest against the pyromancer or be pulled up to 10 feet toward the pyromancer. Scorching Breath (Recharge 6). The pyromancer exhales scorching flame in a 30-foot cone. Each creature within that area must succeed on a DC 15 Dexterity saving throw or take 15 (3d10) fire damage. BONUS ACTIONSFinish Him! When the pyromancer reduces a creature to 0 hit points with a melee attack on its turn, the pyromancer moves up to half its speed, recharges and uses its scorching breath, or one melee attack.
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The pyromancers of the Shirai Ryu are as respected as they are deadly. Those who wish to cross this clan, must do so at a steep price, a debt invariably paid in blood. |
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