Illumination. The myrmidon sheds bright light in a 10/20/30-foot radius and dim light in a 30/40/60-foot radius.
Magic Weapons. The myrmidon’s weapon attacks are magical.
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage.
Legendary Resistance (1/Day). If the spirit fails a saving throw, it can choose to succeed instead.
Growing Flame. (35/55/90) The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature's end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed. Bogesh grows in size from medium/large/huge. Each health pool represents a phase.
Multiattack. Bogash makes three attacks.
Burn (Phase 1). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) fire damage
Claw (Phase 2). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning. 5 (1d10) fire damage.
Claw (Phase 3). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning. 5 (1d10) fire damage.
Inferno (Recharge 6). All creatures and unattended objects within 10/15/20 feet this creature must make a DC 16 Dexterity save or take (22) 5d8 fire damage and catch fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Creatures that make a successful saving throw take half damage and do not catch fire.
Hibernate. Once per short rest, this creature summons numerous smaller elementals based on its health and how many torches are lit. If its health is full it can turn into 8 small fire elementals, 1 for each lit torch. If its health is at 66% it can turn into 4 medium fire elementals, 1 for each pair of torches. and if its health is 33% it can turn into 2 fire elementals, 1 for 4 torches. Bogesh returns after all elementals or enemies are dead. Fortitude Recharge. If this creature has Paragon Hit Points, then when one Hit Point pool is reduced to 0, hibernate recharges and can be used immediately as a reaction.
The fire elemental can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bogash regains spent legendary actions at the start of its turn.
Claw Attack: It makes a melee attack.
Ignite: Target creature must make a DC 17 Dexterity save or take 5 (1d10) fire damage and catch fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Blinding Light (Costs 2 Actions). Light flares from Bogesh causing everyone within 60ft to make a DC 16 Saving throw. If it fails, the target is blinded for 1 minute. At the end of each of its turns, the target can make a Consitution saving throw. On a success, the spell ends.
Lair and Lair Actions
Bogesh lives in the Brokenveil mountains, in a temple of the fire lords.
Lair Actions
On initiative count 20 (losing initiative ties), the Bogesh takes a lair action to cause one of the following effects; the Bogesh can’t use the same effect two rounds in a row:
- (Phase 2/3 only) The ceiling starts to collapse, each enemy in the layer must make a DC 15 Dexterity saving throw, or else take 16 (2d10 + 5)
- Everyone inside the layer is slowed by half-speed rounded up to the nearest 5. Stone begins to bind around your joints.
- Everyone who has reduced speed inside the layer. The stone covers your body until you almost can't move and then shatters, dealing 16 (3d10) bludgeoning damage to every within 5ft of each target, 11 (2d10) bludgeoning to everyone within 6-10ft, and 5 (1d10) bludgeoning damage to everyone within 15 ft.
Regional Effects
- The temple causes extreme heat conditions while you're in there.
- Bogesh suppresses the volcano beneath the mountain.
Extreme Heat
When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
When Bogesh dies, all of these regional effects fade immediately. Meaning the volcano will start to erupt.
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