Empowered Attacks. The elemental's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Blazing Aura. At the start of each of the elemental's turns, each creature within 10 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 5 (1d10) fire damage if it touches the elemental or hits it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that the elemental moves into its space.
Fire Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
Illumination. The elemental sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The elemental's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
3/day each: fireball, wall of fire
Multiattack. Imix makes two flame strike attacks or two blazing blast attacks.
Flame Strike. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d4+8) bludgeoning damage plus 5 (1d10) fire damage.
Blazing Blast. Ranged Spell Attack: +13 to hit, range 150 ft., one target. Hit: 12 (4d6) fire damage.
The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental regains spent legendary actions at the start of his turn.
Move. The elemental moves up to its speed.
Fiery Bolt. The elemental makes one Blazing Blast attack.
Flurry of Fire (Costs 2 Actions). The elemental moves up to its speed and makes one Flame Strike attack.
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