Illumination. The Armored Fire Elemental sheds bright light in a 20-foot radius and dim light in a 20-foot radius.
Heated Body. A creature that touches the Armored Fire Elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Water Susceptibility. For every 5 feet the Armored Fire Elemental moves in 1 foot or more of water, it takes 2 (1d4) cold damage
Multiattack. The Armored Fire Elemental makes three melee attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 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 5 (1d10) fire damage at the start of each of its turns.
Fiery Strikes (Recharge 6). The Armored Fire Elemental uses Multiattack. Each scimitar attacks that hits deals an extra 7 (2d6) fire damage.
Combustion (Recharge 6). The Armored Fire Elemental explodes outward in a 10 foot radius. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) fire damage and be ignited. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the creature takes half as much damage and isn't ignited.
Description
Armored Fire Elemental are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.