Huge Elemental, Typically Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 76 (9d12 + 18)
Speed 60 ft.
STR
19 (+4)
DEX
17 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws WIS +3, CHA +5
Skills Perception +3
Damage Resistances Acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Passive Perception 13
Languages Common, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Ethereal Sight. The cinderstorm can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The cinderstorm can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) force damage if it ends it's turn inside an object.

Flaming Body. A creature that touches the cinderstorm or hits it with a melee attack while within 5 ft. of it takes 4 (1d8) fire damage.

Legendary Resistance (1/Day). If the cinderstorm fails a saving throw, it can choose to succeed instead.

Actions

Hoof. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature with the Prone condition. Hit: 14 (3d6+4) bludgeoning damage.

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12+4) bludgeoning damage plus 3 (1d6) fire damage. If the cinderstorm moves at least 20 ft. straight toward the target and hits, the target must succeed on a DC 14 Strength saving throw or have the Prone condition. If the target gains the Prone condition form this attack, the cinderstorm can make one Hoof attack against it as a bonus action.

Invoke Rage. A red haze floods the minds of one creature the cinderstorm can see within 120 ft. of it. The target must succeed on a DC 13 Wisdom saving throw, or have the Charmed condition until the end of it's next turn. While charmed, the creature is overwhelmed with anger, and treats all other creatures as Hostile. The charmed target must use it's Action to attack the nearest creature, spending it's movement to reach them, if necessary. If there are several creatures in the same distance, the charmed creature chooses which one to attack.

Etherealness. The cinderstorm enters the ethereal Plane from the Material Plane, or vice versa.

Fiery Dash (Recharge 5-6).The cinderstorm turns into a fiery storm and dashes 60 ft. in a direction they choose without provoking opportunity attacks and moving through the spaces of creatures without issue. Each creature it passes through must make a DC 14 Dexterity saving throw or take 10 (3d6) fire damage and have the Prone condition. Flammable objects in the area that aren't being worn or carried start burning.

Legendary Actions

The cinderstorm 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 cinderstorm regains spent legendary actions at the start of it's turn.

Hoof. The cinderstorm makes a Hoof attack.

Enrage. The cinderstorm uses Invoke Rage.

Charge (Costs 2 Actions). The cinderstorm moves up to half it's speed, and makes a Ram attack.

Solar_Bun_Bun

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