Large Elemental (Demon), Unaligned
Armor Class 17 (natural armor, 19 with Armor of Flames)
Hit Points 129 (14d10 + 56)
Speed 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
19 (+4)
INT
17 (+3)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws INT +7, CHA +10
Damage Vulnerabilities Slashing
Damage Resistances Bludgeoning, Cold, Lightning, Piercing
Damage Immunities Fire
Condition Immunities Charmed, Paralyzed, Stunned
Senses Truesight 60 ft., Passive Perception 12
Languages Ignan, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Elemental Demise. If the moth dies, its body disintegrates in a flash of fire and a brilliant flash of light, dousing all flames in range of the hallow spell cast.

Innate Spellcasting. The moth's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: burning hands (3rd Level) control flames

3/day each: enlarge/reduce, lightning bolt

1/day each: conjure elemental (fire elemental only), control winds, fire storm, destructive wave, hallow, wall of fire

Illumination. Attacus Corona radiates a constant, fiery sheen, shedding bright light for 30 ft. and dim light for an additional 60 feet.

Actions

Multiattack. The moth uses its Hurl Flame twice.

Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Piercing Screech (Recharge 6). Ranged Spell Attack, +9 to hit, range self, 30 ft. radius sphere. Hit: 27 (6d8 Thunder damage) and creature must make a DC 16 constitution saving throw or be deafened for 1 minute.

Armor of Flames (2/day). The moth wreathes itself in flames, lasting for 1 minute or until it is incapacitated. When the Flame Armor is active, Attacus Corona has a +2 to AC, and whenever a creature hits the moth with a melee weapon attack, that weapon making contact with the moth is superheated as consistent with the heat metal spell.

Legendary Actions

The Attacus Corona 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. The moth regains spent legendary actions at the start of his turn.

Flamespit. Attacus Corona uses its hurl flame against one target within range.

Shine Bright (Costs 2 actions). Attacus Corona exudes a blinding light in a 40 ft. sphere. All creatures, friendly to the moth or not, must make a DC 16 constitution saving throw, taking 18 (4d8) radiant damage and being blinded until the end of the moth's next turn on a failed save, or taking half damage and not be blinded on a successful save.

ArcinbladeAlpha

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