Small Elemental, Chaotic Good
Armor Class 13
Hit Points 20 (1d12 + 8)
Speed 5 ft., Fly 60 ft.
STR
3 (-4)
DEX
14 (+2)
CON
6 (-2)
INT
16 (+3)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws INT +5, WIS +3
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fiery Death If the Flamerule dies, he explodes. Each creature in 10-foot-radius sphere centered on the phoenix must make a Dexterity saving throw (DC = your spell save DC). taking (1d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried.

At level 11, the damage increases to 2d10
At level 17, it increases to 3d10

Fire Form. Flamerule can move through a space as narrow as 1 inch wide without squeezing.

Flyby. Flamerule doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Illumination. Flamerule sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Seasoned Researcher
While Flamerule is active, you have advantage on intelligence checks.

 

Actions

Fiery Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. (1d6 + 1) fire damage.

Reactions

Flaming Reverberation (Recharge after a Short or Long Rest)

When Flamerule would take fire damage, he releases a fiery burst. All creatures within 5 feet of him must make a Dexterity saving throw (DC = your spell save DC). On a failed save, creatures take 1d8 + your spellcasting ability modifier fire damage, none on a successful save. The number of times this can occur is equal to your proficiency bonus.

At level 11, the damage increases to 2d8 + spellcasting modifier.
At level 17, it increases to 3d8 + spellcasting modifier.

Cpiely

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