Large Elemental, Neutral
Armor Class 13 Natural
Hit Points 40 (8d6 + 16)
Speed 50 ft., (Hover)
STR
10 (+0)
DEX
17 (+3)
CON
12 (+1)
INT
4 (-3)
WIS
4 (-3)
CHA
4 (-3)
Damage Vulnerabilities Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Passive Perception 5
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Hot Stuff. Creatures that end their turn within 5 ft of the awakened fireball take 5 (1d10) fire damage.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water > Fire. For every gallon of water that the awakened fireball comes into contact with, it takes 5 cold damage.

Goodbye cruel world. When the fireball is reduced below 10 hit points, it can detonate. Casting Fireball 8d6 centred on itself. 

The casting ability for this creature is Dexterity for this creatures spells and abilities. If the Awakened Fireball subjects a creature to a saving throw, the spell save DC is 14.

Actions

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Reactions

Detonation. When the fireball is reduced to 0 hit points, it can detonate. Casting Fireball 8d6 centred on itself. 

Description

A literal ball of fire.

Habitat: Desert

Sikitywiked

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