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 while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
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 dmg.
Multiattack. The elemental makes two touch attacks or one touch attack and another ability.
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Searing Ray: +9 to hit. 120ft. You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 3d6 fire damage.
Flaming Sphere: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Banishment: Once per 5 turns Al'Ghoal can select a pc and cast them to the 6th level of the abyss. Players must roll a con save to avoid being banished. Min save: 5
Misty Eyes: Al'Ghoal howls smoke from his body and causes the arena to fill with smoke. Players roll disadvantage for 3 turns.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: (2d6 + 4) slashing damage plus (2d6)fire damage. The target must succeed on a dc 12 strength saving throw or be pulled up to 25 feet toward Al'Ghoal
Weak Points: Al'Ghoals eyes and chest gem are weaknesses. Strike them grants a critical hit. Players can only hit with a called shot and 22+ role. If passed Monster is instantly killed.
Absorb Flame: Any fire attack launched towards Al'Ghoal turns into a heal. The damage becomes the HP he recovers.
Volatile Dodge: Once per turn Al'Ghoal has a chance to dodge a blow (Dex Save: 15). If dodged the target gets hit with Fireform.
Parry. The elemental adds 3 to its AC against one melee attack that would hit it. To do so, the elemental must see the attacker and be wielding a melee weapon
Melt Armor: Al'Ghoal selects a PC and casts. Player must pass a min:10 dex save. If miss, players AC drops by 2 points for 5 rounds.
Fire Breath (line): Al'Ghoal breathes fire in a line 30ft in any direction. Players must make a DC 15 Dex save. Take full damage on fail and half on save.
Engulf: Al'Ghoal moves up to his speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of him. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (4d6) fire damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 21 (6d6) burning damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Al'Ghoal.
Description
A faint humanoid shape shows in a fire elemental’s capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders.
Lair and Lair Actions
Summoning created a massive crater in the earth that serves as it's lair. The elemental throws up a protective dome to guard his incantations while he charges his world ending spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/9/2020 4:47:34 AM
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15
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0
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1.0
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Coming Soon
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