Captivating Aroma. The elemental emits a powerful and delicious aroma of roasting chestnuts. Every humanoid within100 feet of the elemental that can smell its aroma, must succeed on a DC 14 Constitution saving throw or be charmed until the elemental stops emitting its aroma. The elemental must take a bonus action on its subsequent turns to continue emitting its aroma. The aroma fades if the elemental is incapacitated While charmed by the elemental, a target is incapacitated and ignores the aroma of other elementals. If the charmed target is more than 5 feet away from the elemental, the target must move on its turn toward the elemental by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit,and whenever it takes damage from a source other than the elemental, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.A target that successfully saves is immune to this elemental's aroma for the next 24 hours.
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.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The elemental makes two touch attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the elemental uses its Roast on it.
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.
Roast. The elemental roasts a Medium or smaller creature grappled by it. The roasting target is blinded, restrained, and unable to breathe, and it takes an additional 10 (2d6 + 3) fire damage at the start of each of its turns while roasting. If the elemental moves, the roasting target moves with it. The elemental can have only one creature roasting at a time. A roasting creature cannot douse itself.
Description
A faint humanoid shape shows in a fire elemental’s capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders.
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