Legendary Resistance (3/Day). If Angelfire fails a saving throw, he can choose to succeed instead. This legendary resistance is classified as Kong’s Protection.
Levitate. Angelfire has trained to use his Fire bending gift for years. When he casts Levitate, he can bend fire with other spells while levitating. He automatically maintains concentration on levitate except when over 20 damage is done from one person. He then has to roll to maintain concentration.
Spellcasting. Angelfire is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Angelfire has following wizard/warlock spells prepared:
Cantrips (at will): Firebolt, Eldritch Blast (Fire based on gift given by Kong), Mage Hand, and Minor Illusion
1st level (4 slots): Burning Hands, Hellish Rebuke, Witch Bolt (Lightning Bending), and Chromatic Orb (Fire)
2nd level (3 slots): Flaming Sphere, Dragon’s Breath, Aganazzar’s scorcher, and Levitate (Fire Jets)
3rd level (3 slots): Fireball, Lightning Bolt, and Flame Arrows
4th level (3 slots): Conjure Minor Elementals, Fire Shield, and Wall of Fire
5th level (3 slots): Immolation and Infernal Calling
6th level (1 slot): Chain Lightning and Sunbeam
7th level (1 slot): Delayed Blast Fireball and Red Prismatic Spray (Fire)
8th level (1 slot): Sunburst
9th level (1 slot): Red Prismatic Wall or Meteor Swarm
Fire Resistance. Angelfire has advantage on saving throws from any sort of fire damage.
Circle of Fire. Angelfire can create a 10 foot radius of fire around him. The force from the fire can create 10 feet of knock back. A creature(s) within 10 feet must make a DC 16 Dexterity saving throw or take 1d6 fire damage and get knocked back by 10 feet. He can only use this once in a fight.
Fire Dash. Angelfire can make a quick retreat and use a fire dash to get away an extra 50 feet.
Hellish Rebuke. Angelfire points his finger, and the creature that damaged him is momentarily surrounded by hellfire. If the creature was within 60 feet when the reaction spell was cast, they must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Angelfire is Lavain’s father and a very gifted fire bender. He is very tall and slim, but very powerful. He wears the cult’s clothing with a crest of Kong bending all of the elements on the front. His skin is fair and his eyes are red. He is Kong’s Number 2.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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