Extinguishable. Whenever it is exposed to water, the campfire takes 3 (1d6) cold damage per gallon. In addition, whenever the campfire takes bludgeoning damage from water magic or a creature of elemental water, the campfire if considered vulnerable to the damage.
Fire. A creature that touches the campfire or hits it with a melee attack while within 5 feet of it takes 4 (1d4+2) fire damage.
Fire Absorption. Whenever the campfire would take fire damage, it regains hit points equal to half the fire damage taken.
Light Source. The campfire produces bright light in a 60' radius, and dim light 60' past that.
Possessed. When the campfire is destroyed, the fire elemental in it is freed and may attack.
Regeneration. The campfire regains 5 hit points at the start of its turn. If the campfire takes cold damage or damage from water, this trait doesn't function at the start of the campfire's next turn. The campfire dies only if it starts its turn with 0 hit points and doesn't regenerate.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4+2) bludgeoning damage and 4 (1d4+2) 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 2 (1d4) fire damage at the start of each of its turns.
Description
Sometimes, a fire elemental will be bound to or possess a campfire.