Large Elemental
Armor Class 16 (Natural Armor)
Hit Points 144 (17d10 + 51)
Speed 40 ft.
STR
19 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +5, WIS +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision, Passive Perception 11
Languages Ignan, Primordial
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fire Form

A creature that touches Cindaros or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage.

Ash Cloud (Recharge 5–6)

Cindaros emits a choking cloud of ash in a 15-foot radius. Creatures within the area must make a DC 14 Constitution saving throw or take 14 (4d6) fire damage and be blinded until the end of their next turn. A creature that fails the save by 5 or more is also incapacitated until the end of its next turn.

Smoldering Vengeance

When Cindaros drops to half its hit points or fewer, it erupts in an inferno. All creatures within 10 feet take 10 (3d6) fire damage, and its melee attacks deal an extra 1d6 fire damage until it is destroyed.

Actions

Multiattack

Cindaros makes two Slam attacks.

  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

    • Hit: 20 (4d8 + 4) fire damage. If the target is a flammable object, it ignites.
  • Infernal Eruption (Recharge 6)
    Cindaros causes a fiery explosion in a 20-foot-radius sphere centered on itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half as much on a success.

Description

Darker and more chaotic than its counterpart, Cindaros is a living storm of embers and smoke. Its form is less defined, shifting between a solid mass of molten rock and a swirling cloud of burning ash. Blackened, jagged protrusions emerge from its torso like cooled magma, and its eyes glow with an eerie, smoldering red. When it moves, it leaves behind trails of soot and cinders, and its voice carries the raspy, suffocating weight of a wildfire’s smoke. Cindaros is wrathful and unpredictable, delighting in destruction and reveling in the agony of those consumed by its flames.

Lair and Lair Actions

Both Ignalith and Cindaros dwell in the Infernal Crucible, an intense chamber within the volcano.

Lair Traits

  • The lair's ambient heat causes all non-fire-immune creatures to take 2 fire damage at the start of their turns.
  • Pools of magma dot the chamber. If a creature falls in or ends its turn in one, it takes 10 (3d6) fire damage.

Lair Actions

On initiative count 20 (losing ties), either elemental can use one of the following lair actions:

  1. Magma Surge: A 10-foot-radius pool of lava erupts, forcing all creatures within it to make a DC 14 Dexterity saving throw or take 14 (4d6) fire damage.
  2. Fiery Winds: The intense heat creates scalding winds, causing all ranged attacks to be made with disadvantage until the start of the next turn.
  3. Ash Veil: A choking cloud of ash fills a 20-foot radius area. Creatures in the cloud are heavily obscured, and creatures that breathe must make a DC 14 Constitution saving throw or take 1d8 fire damage.
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