| Mod | Save | ||
|---|---|---|---|
| STR | 7 | −2 | −2 |
| DEX | 16 | +3 | +3 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | −4 | −4 |
False Appearance. If the blaze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the blaze move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blaze isn't a flame.
Heated Body. A creature that touches the blaze or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Illumination. The blaze sheds bright light in a 15-foot radius and dim light in an additional 15 feet.
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) fire damage. If the target is a creature or a flammable object, it ignites, taking an extra 4 (1d8) fire damage at the start of its next turn.
Spit Flame. The blaze spits fire at a creature it can see within 20 feet of it. The creature must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) fire damage.
Innate Spellcasting. The blaze’s innate spellcasting ability is Wisdom (spell save DC 10). It can innately cast the following spells, requiring no material components.
At will: invisibility, silent image
1/day each: blur, mirror image
Haze Shift. When the blaze is targeted by an attack, it can transform into a shimmer of heat in the air, giving the attacker disadvantage on the attack roll. After the attack is made, if it was a melee attack, the blaze can teleport to an unoccupied space within 5 feet of the attacker.
Description
Blazes are a type of lower jinn—wild, extraplanar spirits governed by instinct rather than intelligence. Abhorring cold and humidity, they typically manifest in locations such as deserts or grasslands, where they promptly make the lives of all around them as difficult as possible. Blazes aren’t inherently malicious and they don’t actively seek to hurt other creatures, but they seem incapable of understanding that the elemental fire they wield so effortlessly isn’t quite as harmless to others as it is to them.
Incorrigible Pranksters. There are few things blazes love more than a good laugh at the expense of others. Their ability to manipulate heat in order to create illusions or hide their presence grants them the perfect toolkit to prank unwary creatures trudging through their territory. They are especially fond of giggling at the disappointment on a traveller’s face when the third oasis in a row turns out to be a mirage, or posing as a campfire to toss sparks and ashes in someone’s eyes. For such restless creatures, blazes can lie in wait for hours, ready for the perfect opportunity to pull their little tricks.
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