Firegeist

Firegeist

Small elemental, neutral evil
  • Armor Class 14 ()
  • Hit Points 87 (25d6)
  • Speed 40 ft.
  • STR
    7 (-2)
  • DEX
    18 (+4)
  • CON
    10 (+0)
  • INT
    4 (-3)
  • WIS
    16 (+3)
  • CHA
    6 (-2)
  • Skills Perception +5
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Primordial
  • Challenge 2 (450 XP)
  • Hide By Firelight. In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire.
  • Illumination. The firegeist sheds dim light in a 30-foot radius.
  • Magical Light Sensitivity. While in magical light, the firegeist has disadvantage on attack rolls and ability checks.
  • Water Susceptibility. For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.

Actions

  • Multiattack. The firegeist makes two slam attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  • Combustion Touch (Recharge 5-6). The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

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