| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 13 | +1 | +3 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 9 | −1 | −1 |
| CHA | 13 | +1 | +3 |
Keen Senses. Flame has advantage on Wisdom Perception checks that rely on hearing or smell.
Pack Tactics. Flame has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Thick Skulled Flame is extremely hard to lie to. Any chance they get they will roll insight with a +5 to said ability
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. 3d6+3 piercing damage. The creature must succeed on a DC 14 Strength saving throw or be knocked prone.
Fire Breath (Recharge in 3 rounds). Flame exhales a firey blast in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking (3d8+2) fire damage on a failed save, or half as much damage on a successful save.
Whenever Flame is reduced to 2 hp or less, they regain 40 hp as their body ignites into blue flame. If Flame is grappled, grabbed, or restrained, the thing doing so takes 1d10 fire damage until its let go of or broken. Flame gains immunity to fire damage, including their own.
Mythic Actions: As an action, Flame release a powerful burst of fire around its body in a 15ft radius. Make a dexterity saving throw, DC 16, on a failed save take 2d10+1 fire damage and be pushed back 15ft. On a successful save take half damage and only be pushed back 5ft.
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