Fire Incarnate
Medium elemental
- Armor Class 15 (natural armor)
- Hit Points 84 (13d8+26)
- Speed 20 ft. walk
STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
- Saving Throws CON +5, CHA +6
- Skills Perception +3, Nature +6
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., Passive Perception 13
- Languages Ignan
- Challenge 6 (2,300)
Proficiency Bonus +3
Firestorm Aura. Wild flames swirl around the Fire Incarnate at all times as long as it is alive. At the start of its turn, all creatures within 10 ft. of it that are not behind total cover receive 3 points of fire damage. If the Fire Incarnate is underwater at the beginning of its turn, no damage is dealt.
Everlasting Flames. Unlike other fire elementals, the Fire Incarnate doesn't take damage for being wet or underwater.
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Hurl Fire. The Fire Incarnate chooses a point within 60 ft. that it can see. Any creature within 5 feet of that point makes a DC 14 Dexterity saving throw, taking 10 (2d6+3) fire damage on a failed save.
If the point chosen is not currently occupied by a creature, a bonfire of searing flames is created there, lasting for up to 1 minute. Any creature that moves through the bonfire's space takes 3 points of fire damage. Any creature that ends its turn in the bonfire's space takes an additional 3 points of fire damage.
Combust (Recharge 6). The Incarnate chooses a torch, bonfire, or another source of open flames within 60 ft. All creatures within 15 ft. of that source make a DC 14 Dexterity saving throw, taking 24 (6d6+3) points of fire damage on a failed save, or half as much on a successful one.
Reactions
Summoned. When the Incarnate fails a saving throw, it can use its reaction to teleport itself to an unoccupied space within 5 feet of the creature that triggered the saving throw.
art by: Carlos Martínez on ArtStation