Fire Absorption. When the Corpse Fire takes fire damage, it does not take any damage and instead regains hit points equal to the Fire damage it would take.
False Appearance. While the Corpse Fire is prone, it is indistinguishable from a regular campfire. Perception and Investigation checks made against this creature while this disguise is not broken are made with disadvantage. Additionally this creature also has advantage on Stealth checks under the same conditions.
Comforting Flame. The Corpse Fire sheds bright light in a 15-foot radius and dim light for an additional 15 feet. All creatures within 30 feet of the Corpse Fire is immune to cold damage and gains a 1d4 bonus to any ability check or saving throw made within 30ft of it.
Entrancing Warmth. While Any creature that ends their turn within 15 ft of the Corpse Fire must make a DC 14 Wisdom save or become Charmed by it. While charmed by the corpse, the effected creature will not move beyond the Corpse Fires light. Additionally, it will use its turn to defend the Corpse Fire, try to pull other creatures into its light, or deal fire damage to the corpse if possible. The charm is broken if the effected creature moves more than 15ft. from the corpse. Additionally the effected creature can make a Wisdom saving throw at the end of its turn to try and break the charm.
Growing Flame. Any creature that dies within 15 ft of the Corpse Fire is instantly consumed by the flames and spawns as a new Corpse Fire after 1d4 days unless the original corpse is destroyed. All nonmagical items on the person turn to ash and are unrecoverable.
Torch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and 10(3d6) fire damage.
Hurl Flames. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.
Consume (Recharge 5-6). The corpse targets one creature within 30 ft of it. The target must make a DC 14 Constitution saving throw, taking 28(8d6) Fire damage on a failed save or half as much on a successful save. The corpse regains hit points equal to the damage.
Eruption of Life(1/day). When this creature would drop to 0 hit points, it instead casts Fireball at 3rd level centered on itself and regains hit points equal to the damage it would have taken. The saving throw for this is DC 13 Dexterity.
Description
Once alive, this creature was a spirit twisted into an eternal flame of undeath and cursed to be trapped in its own body, forever feeling the pain of being burned alive. It now scours the land, hoping to steal life from others to ease its pain.
Welcoming Allure. Appearing at first as a normal campfire, this creature draws its victims in offering and providing comfort to travelers.
Entrancing Presence. Since it grants bonuses to those around it, not all adventurers basking in the light of the Corpse Fire may be willing to destroy it, or even in their right minds.
Endless Hunger. Like any fire, the Corpse Fire requires constant fuel to feed its flames. In exchange for its hospitality it will ask those enjoying its light to feed it, encouraging travelers to feed it the corpses of their dead companions. If they are unable or unwilling to feed it, the Corpse Fire will feed on them.
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