Medium Or Small Elemental
Armor Class 13 Natural
Hit Points 15 (2d6)
Speed 30 ft., (Hover)
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Darkvision 60, Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Flame Seed. Ranged Weapon Attack: Attack: +5 to hit, Damage: 1d6+2 fire damage, range 60 ft., one target you can see.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against DC 13 or take [roll]1d6+2[/roll] fire damage.

Description

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

Safid

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