Large Elemental, Unaligned
Armor Class 14 Natural
Hit Points 132 (12d10 + 66)
Speed 50 ft.
STR
12 (+1)
DEX
18 (+4)
CON
20 (+5)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. The elemental leaves a fire trail that deals 3 (1d6) fire damage and catches fire to creatures which enter the burning ground for the first time, or end its turn in it, and that lasts until the beginning of the elemental's next turn.  A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 10 (2d10) 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 10 (2d10) fire damage and catches fire. Until someone takes an action to douse the fire from a creature that caught fire, the creature takes 10 (2d10) fire damage at the start of each of its turns. Once someone attempts to douse the flames, the damage is reduced to 5 (1d10) fire damage. Dousing the flames an additional time, reduces the damage per turn to 2 (1d4) fire damage. Then after one more action, the flame is extinguished.

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

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until someone takes an action to douse the fire from a creature that caught fire, the creature takes 10 (2d10) fire damage at the start of each of its turns. Once someone attempts to douse the flames, the damage is reduced to 5 (1d10) fire damage. Dousing the flames an additional time, reduces the damage per turn to 2 (1d4) fire damage. Then after one more action, the flame is extinguished.

Description

Alchemists mix different concoctions, some work, some don't. But if there is anything they know how to do, it is to set things a blaze. Some powerful alchemists connect their alchemical fires to the elemental plane of fire, giving it life and a will of its own. Usually this will is destructive, as the elemental is powerful, yet primitive.
These alchemical fire elementals don't have the weaknesses of normal fire elementals. This causes them to be difficult to defeat and a burning menace. They and the fires they cause seem inextinguishable.

Monster Tags: constructElemental

KitNorsk

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