Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Flame Form: If a creature is ignited, it has disadvantage on melee attacks made against the Burn Owl.
Flyby: The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Multiattack. The elemental makes two talon attacks.
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) fire damage. If the target is a creature it must roll a DC dexterity 10 or become ignited. Until a creature takes an action to douse the fire, the target takes 5 (1d8) fire damage at the start of each of its turns.
Flame Gust: The Owl flaps its wings and a gust of fire reaches out in a 30 ft cone. Each creature within this cone must make a DC 15 dexterity saving throw. On a failure, a target takes 12 (3d6) fire damage at the start of each of its turns. fire damage and becomes ignited or half as much on a successful save and does not become ignited.
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