Huge Humanoid (Human), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 300 (12d10 + 73)
Speed 50 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Ignan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Illumination. The Avatar of Evil Elemental Fire sheds bright light in a 60-foot radius and dim light in an additional 30 feet.

Death-Throes. When the avatar dies, it explodes and all targets within 300 feet of it must make a DC 17 Dexterity saving throw or take 10d8 fire damage, or half on a success. The explosion destroys the creature and anything it wields or carries, except the mask it wears.

Reactive. The avatar can take a reaction on every turn of combat.

Roaring Flame. The avatar has an advantage on attack rolls against burning targets. Additionally, targets already on fire take an additional 2d8 fire damage when hit by its attacks.

Actions

Multiattack. The avatar can make 3 attacks with its fire-sword or 6 ignition attacks. 1 longsword attack can be replaced with two ignitions.

Longsword. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: (2d8 + 3 slashing damage and 2d8 fire damage), and the target must succeed on a DC 17 Dexterity saving throw or begin burning. At the end of each of their turns, the target must attempt to succeed again on the saving throw or take 2d8 fire damage. The flames cannot be extinguished through nonmagical means.

Ignite. Ranged Spell Attack: +10 to hit, reach 120 ft., one target. Hit: (2d8 fire damage), and the target must succeed on a DC 17 Dexterity saving throw or begin burning. At the end of each of their turns, the target must attempt to succeed again on the saving throw or take 2d8 fire damage. The flames cannot be extinguished through nonmagical means.

Reactions

Igniting Rebuke. When a target within 30 ft. of the avatar hits it with an attack, the avatar can make one ignite attack against that creature.

Legendary Actions

Heat Wave. Everyone in 500 ft. of the Avatar of Evil Elemental Fire who is not immune to fire damage must make a DC 16 Consitution saving throw, otherwise, they take 1d6 fire damage from contact with metal weapons or armor, and take 1 level of exhaustion.

Description

The chosen Avatar of the Evil Elemental God of Fire, Imix, within the Material Plane. This human, wearing the mask of Imix, wields the full power of their god and is consumed by it, becoming fire itself in its most destructive and evil form. This enemy is a force to be reckoned with.

Lair and Lair Actions

Every turn that the Avatar of Evil Elemental Fire exists in his volcano, all of the players must make a DC 14 Dexterity saving throw to avoid being hit by falling rocks as the volcano erupts and rock chunks fall around them. If they fail, the player takes 1d6 bludgeoning damage and is knocked prone. This save is made at the beginning of every round of combat.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2019 1:26:13 AM
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Coming Soon

Monster Tags: Cult of the Eternal FlamePrince of Elemental EvilElemental

Derpsalotz

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