Medium Aberration (Demon, Devil), Chaotic Evil
Armor Class 10 Natural
Hit Points 25 (5d10 + 2)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws WIS +2
Damage Immunities Bludgeoning
Condition Immunities Blinded, Charmed, Poisoned, Prone
Senses Unknown Can sense players and creatures through walls., Passive Perception 10
Languages Abyssal Only speaks in broken sentences. None
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Harmful Body. If any creature touches a Blaze it takes 1d4+2 bludgeoning damage.

Spellcasting. The Blaze is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 10, +10 to hit with spell attacks). The Blaze has the following Wizard spells prepared:  
3rd level (2 slots): Fireball 

Levitate. The Blaze Levitates while it is alive.

Pyro. The Blaze is able to fire 3 fireballs and each one fired must be treated as a separate spell. The Blaze also takes no damage from fire.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 10 (4d4 + 2) bludgeoning damage. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Charge. After a blaze attacks with the Fireball spell, it must take 2 turns to recharge the spell and can not make any actions while doing so.

Aquaphobic. Blazes fear and avoid water. Blazes take 4d6 necrotic damage while in water.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The blaze appears as a floating skull that appears orange in color with fire obscuring the bottom half of the Blaze. It also has rods that rotate around it. The rods appear to be able to launch fireballs. Upon death, the blaze drops 1d4-1 blaze rods which have 1d6-2 charges. You can disperse one of these charges and cast the fireball spell. Once a rod runs out of charges it crumbles into some glowing, yellow-goldish powder.

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.

Monster Tags: abberation

Habitat: Desert

inception12345a

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