| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 22 | +6 | +11 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +10 |
| CHA | 14 | +2 | +2 |
Fire Aura. At the end of each of the elemental’s turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 10 (2d10) Fire damage.
Illumination. The elemental sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet.
Immutable Form. The guardian is immune to any spell or effect that would alter its form.
Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.
Ki Points. The elemental has 10 ki points that regenerate on a short rest.
Death Throes. The guardian unleashes a Blaze attack as it dies.
Blaze (Recharge 5-6). The guardian unleashes a fireball in a 40-foot radius sphere centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d8+10) fire damage on a failed save, or half as much damage on a successful one. The flames are so intense they bypass fire resistance.
Multiattack. The elemental makes three Burn attacks.
Burn. Melee Attack Roll: +9, reach 5 ft. Hit: 25 (4d8 + 7) Fire damage. If the target is a creature or a flammable object, it starts burning.
Flurry of Blows. Immediately after the guardian takes the Multiattack action on it's turn, the guardian can spend 1 ki point to make two Burn attacks as a bonus action.
Patient Defense. The guardian can spend 1 ki point to take the Dodge action as a bonus action on it's turn.
Step of the Wind. The guardian can spend 1 ki point to take the Disengage or Dash action as a bonus action on it's turn, and it's jump distance is doubled for the turn.
Legendary Action Uses: 3. Immediately after another creature’s turn, the guardian can expend a use to take one of the following actions. The guardian regains all expended uses at the start of each of its turns.
Burn (Costs 1 Action). The guardian makes 1 Burn attack.
Blaze (Costs 1 Action, Recharge 5-6). The guardian unleashes a fireball in a 40-foot radius sphere centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d8+10) fire damage on a failed save, or half as much damage on a successful one. The flames are so intense they bypass fire resistance.
Description
This is the 2nd phase of the Bridge Guardian, after it's Iron Golem form has been destroyed.
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