Tiny Elemental, Neutral Evil
Armor Class 16 Natural armor
Hit Points 7 (1d10 + 2)
Speed 40 ft., Fly 40 ft. hover
STR
1 (-5)
DEX
22 (+6)
CON
13 (+1)
INT
4 (-3)
WIS
11 (+0)
CHA
14 (+2)
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Stunned
Senses Passive Perception 10
Languages Celestial If from Divine Realm, Ignan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Water Suceptibility. For every 5 feet the cinder moves through water, or for every gallon of water splashed on it, it takes 1 cold damage.

Burning Skin. The cinder's burning skin raises the temperature to the point where creatures with vulnerability to fire damage within 10 ft. take 1 damage per turn.

Actions

Multiattack. The cinder may make two claw attacks and another different attack.

Burning Bite. Melee Weapon Attack: -2 to hit, reach 5 ft., 1 target. Hit: 4 (1d8) fire damage.

Claw Attack. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) slashing damage.

Smoldering Ashes. Ranged Weapon Attack: +2 to hit, range 120/240 ft., 1 target. Hit: 5 (1d10) fire damage.

Reactions

Flame Body. If the cinder is grappled, it may spend 1 hit point to deal 2d8 fire damage to the grappling creature. The creature must make a strength saving throw to maintain hold of the cinder. This damage may be repeated as an attack every turn.

Description

A tiny incarnation of fire and ash, cinders usually live in the realms of fire deities. Though they are occasionally summoned to the material plane, they generally do not possess enough magic power to maintain their own form.

Habitat: Desert

Wombatypus

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