Harmed by Water. The blaze takes 20 acid damage if it starts its turn in running water, is hit by rain or snow, or if a container of water is thrown by it. A blaze will not enter water willingly.
Hover. The blaze hovers 20 feet of the ground when attacking.
Magic Weapons. The blaze's attacks are magical.
Pack Attackers. If a blaze is attacked, any blazes within 30 feet start targeting the attacker.
Multiattack. The blaze makes three fireball attacks against one target.
Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. The blaze only performs this attack when a creature is within 5 feet of it. The blaze does not move within 5 feet of a target willingly.
Fireball. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) fire damage. Any creature which attempts to make a melee attack against the blaze 1 turn after this attack takes 2d6 fire damage.
Description
Blazes are constructs created to guard fortresses in the Nether. They are floating skulls, surrounded by rods, both created from an unknown material. They are enchanted to 'spawn' from special cages found in certain rooms in the fortresses. It is unknown who they were created by, but many suspect it was the first explorers to enter the Nether, a red wasteland full of lava and fire on a plane of the Abyss, where distance is distorted.
They will attack anything they do not recognize to be their masters. The smoke which surrounds them does not seem to come from any source, as extensive research has found that these creatures have no core powering them.
Comments