Large Elemental, Any Alignment
Armor Class 16 Natural Armor
Hit Points 150 (20d10 + 48)
Speed 50 ft.
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws WIS +4
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision, Passive Perception 10
Languages Common, Ignan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the Elemental Vanguard fails a saving throw, it can choose to succeed instead.

Fire Form. The Elemental Vanguard can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes (1d10) Fire damage. In addition, the elemental can enter a hostile creatures space and stop there. The first time it enters a creatures space on a turn, that creature takes (1d10) Fire damage and catches fire; until someone takes an action to douse the fire, that creature takes (1d10) Fire damage at the start of each of its turns. 

Spellcasting. The [Fire Elemental Vanguard] is a 6-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 14, +6 to hit with spell attacks). The [Fire Elemental Vanguard] has following [wizard] spells prepared:

Cantrips (at will): Fire bolt, Produce Flame, Vicious Mockery, Ray of Frost, Chill Touch 
1st level (4 slots): armor of Agathys, burning hands, fog cloud
2nd level (3 slots): heat metal, scorching ray, web
3rd level (2 slots): fireball, vampiric touch

Illumination. The elemental sheds a bright light in a 30-foot radius and dim light in an additional 30 ft. 

Actions

Multiattack. The elemental makes two touch attacks.

Burning Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. 

Chilling Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 3) Ice damage. If the target is a creature or a freezable object, it freezes. Until a creature takes an action to break away the ice, the target takes 5 (1d10) ice damage at the start of each of its turns. 

 

Reactions

Legendary Reaction (3/day). The Elemental Vanguard can counterspell at 6th level, 3 times a day. These replenish at midnight, regardless if the battle is still ongoing. This is also separate from its legendary resistances. 

Legendary Actions

The Fire Elemental Vanguard 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 Flame Elemental Vanguard regains spent legendary actions at the start of its turn.

Cast a Cantrip (Costs 1 Actions). The Fire Elemental Vanguard can casts a cantrip

Cast a Level 1/2 Spell (Costs 2 Actions). The Fire Elemental Vanguard can cast a level 1 or 2 spell.  

Cast a level 3 Spell (Costs 3 Actions). The Fire Elemental Vanguard can cast a level 3 spell.

Nova (Costs 3 Actions). The Fire Elemental Vanguard sends out a burst of fire 30 ft., centered from the Fire Elemental Vanguard. Each creature effected takes (5d10) Fire damage. This Exhausts the Fire Elemental Vanguard and attacks on them have advantage until the start of their next turn. 

Description

Clad in frozen robes created by their own magic, these fire elementals have been gifted with higher intellect. Vanguards shouldn't exist, made of fire, yet controlling ice, they are protected by the armor of Agathys, and are able to hurl other spells at their foes, casting webs that they can light on fire, or imbuing their fists with life draining magic. They pose a formidable threat to any who oppose them.

The fact that ice magic covers their body of flame creates a reaction, causing steam to constantly erupt from them, signaling their arrival in advance to anyone possessing a keen eye or ear. This armor makes attacking them in close range an even worse idea than usual, and their new arsenal of spells also allows them to deal with foes from a distance. 

Lair and Lair Actions

The Flame Elemental Vanguard lives inside of what looks like a blacksmiths forge room, if it was inside of a volcano. It is unbearably hot, creatures that find themselves inside this Hellish box without protection from heat are constantly sweating. Prolonged exposure in this area will exhaust and even kill those unprepared.  

Lair Actions

On initiative count 20 (losing initiative ties), the [Flame Elemental Vanguard] takes a lair action to cause one of the following effects; the [Flame Elemental Vanguard] can’t use the same effect two rounds in a row:

  • The Flame Elemental Vanguard condenses the steam that constantly rises off of it, causing all creatures to have disadvantage on attack rolls on them until the Flame Elementals Vanguards next turn. 
  • The Flame Elemental Vanguard drinks from a stream of lava, this acts like a Potion of Healing(Superior) potion.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/23/2024 7:31:12 PM
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Monster Tags: Elemental

CaptDervid

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