Fire Form. The Sovereign can move through spaces as narrow as 1 inch without squeezing. Any creature that touches it or hits it with a melee attack takes 1d10 fire damage. Any flammable object it touches that isn't being worn or carried ignites.
Illumination. The Sovereign sheds bright light in a 60ft radius and dim light in an additional 30ft.
Water Susceptibility. For every 5ft the Sovereign moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The Sovereign makes two Touch attacks.
Touch. Melee weapon attack: +7 to hit, reach 5ft, one target. Hit: 13 (2d6+4) fire damage.
Ignite. (Recharge 5–6). One creature within 30ft must make a DC 14 CON saving throw or catch fire. The target takes [rollable]1d10 fire damage at the start of each of its turns. A creature on fire can use its action to extinguish the flames with a DC 10 DEX check.
The Sovereign can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Sovereign regains spent legendary actions at the start of its turn.
Move. The Sovereign moves up to its speed without provoking opportunity attacks.
Sear. Ranged spell attack: +7 to hit, range 60ft, one target. Hit: 11 (2d10) fire damage.
Black Flame Pulse (Costs 2 Actions). Each creature within 20ft must make a DC 14 CON saving throw or become Frightened of the Sovereign until the end of that creature's next turn.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Sovereign takes a lair action to cause the following effect:
Eruption. Lava erupts from one pool in the boss chamber. Each creature within 10ft of the chosen pool must make a DC 14 DEX saving throw, taking 10 (3d6) fire damage on a failed save or half on a success.
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