Medium Fiend, Lawful Evil
Armor Class 17 (scorched plate)
Hit Points 60 (10d10 + 10)
Speed 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws CON +6
Skills Athletics +4, Perception +3
Damage Resistances Cold
Damage Immunities Fire, Poison
Condition Immunities Blinded, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 14
Languages Common, Ignan, Infernal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fire Up. The living flame that inhabits a Burnshell's armour burns brighter in the absence of disruption. At the end of each of its turns, the Burnshell ignites! It gains an additional attack per round with either its longsword or its longbow, an additional 10 ft. to its walking speed, and an extra +2 to all damage rolls. If the Burnshell takes damage while ignited or uses its Blasting Strike, it immediately loses all benefits of this trait until it ignites again. 

Mark of Baator. The Burnshells are prideful mercenaries who obey only those with the authority to command them, and detest would-be usurpers to unearned power. A Burnshell subjected to any charm effect immediately knows that it has been charmed, and can choose at any point during the duration of the charm to self-immolate, immediately reducing itself to 0 HP and reforming somewhere in Avernus. A Burnshell will only resort to this if given an order it considers degrading or disrespectful - otherwise, it will happily wait out its forced inaction until such a time as it can administer a fitting comeuppance to the mageling that dared try to control it.

Actions

Multiattack. The Burnshell makes one attack with either its longsword or its longbow, or uses Blasting Strike.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) Piercing damage.

Blasting Strike (1/day). Once per day while under the ignited effects of Fire Up, the Burnshell can focus its wildfire spirit into one attack. The Burnshell makes one attack with its longsword against a target within reach. If the attack is successful, the target suffers an additional 12 (3d8) Fire damage and must succeed a DC 15 Strength saving throw or be knocked 10 ft. away from the Burnshell. Additionally, any flammable items worn or carried by the target catch fire. If the attack does not hit, this attack can be reused on the Burnshell's next turn and it does not lose the benefits of Fire Up.

Description

Burnshells are the fiery spirits of evil warriors and knights who were incinerated by the flames of hell, but kept hold of their own souls through sheer force of will. Existing now as blazing spirit-fires that possess scorched steel plate, these fiends are prideful and strong. They form coalitions that sell their services as mercenaries to other fiends of higher rank than themselves. All other creatures (with the exception of Demons, who they despise like nothing else) are considered beyond the scope of their care, warranting only the interactions ordered by the Burnshell's master.

Previous Versions

Name Date Modified Views Adds Version Actions
7/22/2023 6:04:39 PM
13
0
5e
Coming Soon

Habitat: DesertUnderdarkUrban

MaestroBones

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