Huge Elemental, Lawful Evil
Armor Class 16 natural
Hit Points 85 (10d6 + 40)
Speed 40 ft.
STR
5 (-3)
DEX
22 (+6)
CON
13 (+1)
INT
4 (-3)
WIS
11 (+0)
CHA
10 (+0)
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire, Poison
Senses Passive Perception 10
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Illumination. The swarm sheds bright light in a 30 foot radius, and dim light for an additional 30 feet.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny elemental. The swarm can neither regain hit points, or gain temporary hit points.

Water Susceptibility. For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 2 cold damage.

Actions

Multiattack. The swarm makes one attack against each creature whose space it occupies. The attacks may be all the same, or all different.

Burning Bites. Melee weapon attack: +8 to hit, one target in the swarm's space. Hit: (4d4) piecing damage and (4d4) fire damage. Reduce the damage to (2d4) for both if the swarm is below half health. If the target is a creature, it must succeed on a DC 13 dexterity saving throw or catch fire. It may make the saving throw on the beginning of each of its turns until it succeeds. Until the fire is put out, it takes (1d10) fire damage at the start of each of its turns.

Smoking Breath. Melee weapon attack: +6 to hit, one target in the swarm's space. Hit: (2d4) fire damage. Reduce the damage to (1d4) if the swarm's health is reduced to half or lower. The creature that is attacked has disadvantage on any attack roll to make an opportunity attack until the start of the swarm's next turn.

Engulf in Flame. The creature targeted by this move must make a DC 15 dexterity saving throw or be grappled. At the begging of that creature's turn, if it is still grappled, it takes (3d6) fire damage. The damage is reduced to (2d4) fire damage if the swarm has half of its hit points or less.

Legendary Actions

The Cinder Swarm may take a legendary action in between any two turns. It has 3 legendary action points. All of them are regained at the start of the Cinder Swarm's turn.

Flight (Costs 1 Action). The Cinder Swarm may move 15 feet in any direction.

Attack (Costs 2 Actions). The Cinder Swarm may take one attack action as listed above.

__Ryan__M__

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