Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack the creature is burned. In addition, the elemental can enter a hostile creature's space and stop there. When it enters the creature takes 1d10 (2d4+1) fire damage, and is burned. This affect only works when it is ablaze
Living Furnace. Whenever the elemental takes at least 15 damage in one turn whist not ablaze, it must succeed on a DC 18 constitution saving throw or lose 1 armor class. When it's armor class is lowered to 12, it becomes ablaze. Whist ablaze it's constitution becomes 10, and it's dexterity becomes 20, with it's dexterity modifier added to it's armor class instead of it's constitution, and it's walking speed becomes 50. additionally, when it is not ablaze, any check that needs smiths tools, tinkers tool, and cooks utensils. Every long rest, when it is ablaze, the creator can use a new cage to change it to being no longer ablaze
Melted Armor. Whenever heat metal is casted on the elemental, it is healed by the damage it should take, and if it is not ablaze, it loses 2 armor class
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. This affect only works when it is ablaze
Multiattack. The elemental makes two touch attacks and one slam or fireball.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it is burned.
Slam (Only works when it is not ablaze). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 1) bludgeoning damage.
Fireball (Only works when it is ablaze). Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 15 (3d4 + 5) fire damage.
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