Large Fiend, Chaotic Neutral
Armor Class 21
Hit Points 310 (20d12 + 190)
Speed 50 ft.
STR
18 (+4)
DEX
17 (+3)
CON
19 (+4)
INT
15 (+2)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws STR +10, CON +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages Ignan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Fire Form. The Afrit can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the Afrit or hits it with a melee attack while within 5 feet of it takes 10 (2d10) fire damage. In addition, the Afrit 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 10 (2d10) 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 damage.

 Innate spellcasting. The Afrit can cast the following spells

At will: fire bolt, faerie fire, bolt of fire, chromatic orb (fire only), flame blade, scorching ray, continual flame, aganazzar's scorcher

3/day: Fireball, melf's minute meteors, fire shield (warm only), wall of fire, flame strike

1/day: Immolation, delayed blast fireball, firestorm, meteor swarm

 

Actions

Multiattack. The Afrit makes two touch attacks.

Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) 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 8 (2d10-3) fire damage at the start of each of its turns.

Legendary Actions

Legendary actions

Multiattack: the afrit uses multiattack

Ignite (two actions) The ground around the Afrit briefly bursts into flames dealing 2d6 fire damage to anything within 10 feet of the Afrit.

Blaze tornado (three actions and the Afrit does not gain any legendary actions on its next turn) The Afrit turns itself into a 20ft long, 20ft wide, 60 ft tall column of flames dealing 6d8 fire damage to everything within unless they succeed on a dc 18 dexterity and constitution save  and causing wood, cloth and leather to turn to ash. The tornado lasts until the end of the Afrits next turn.

Description

A humanoid shape wrapped in multicolored fire scorching the earth around it.

Habitat: Desert

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