Wheel of Fire (5e Creature)

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Wheel of Fire[edit]

Huge elemental, unaligned


Armor Class 18 (natural armor)
Hit Points 208 (32d12)
Speed 60 ft., swim 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 10 (+0) 11 (+0) 20 (+5) 10 (+0)

Saving Throws Str +11, Dex +9, Con +6, Wis +11
Skills Acrobatics +9, Athletics +11, Intimidation +6, Investigation +6, Perception +11
Proficiency Bonus +6
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from magical attacks
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 21
Languages
Challenge 18 (20,000 XP)


Avoidance. If the wheel of fire is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Legendary Resistance (3/Day). If the wheel of fire fails a saving throw, it can choose to succeed instead.

Trampling Charge. If the wheel of fire moves at least 20 feet straight toward a creature and then hits it with a burn attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the wheel of flame can make another attack with its burn against it as a bonus action.

ACTIONS

Multiattack. The wheel of fire makes three attacks with its burn.

Burn. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) fire damage.


WOFSchierke.png
A wheel of fire being summoned in Berserk chapter 268, [Source]

Wheels of fire are large elementals whose energy is closely tied to battlefields. With no need, the only thing they desire is to cover the world in fire, a difficult task given their only natural formations occurring in the Elemental Plane of Fire.

Elemental Nature. A wheel of fire doesn't require air, food, drink, or sleep.

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