Tiny Elemental, Chaotic Neutral
Armor Class 14
Hit Points 18 (4d4 + 8)
Speed 20 ft., fly 40 ft.
STR
3 (-4)
DEX
18 (+4)
CON
15 (+2)
INT
7 (-2)
WIS
8 (-1)
CHA
11 (+0)
Skills Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 9
Languages Ignan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Fire Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Any flammable object the spirit touches (including those it walks on) ignites instantly if it isn’t being worn or carried.

Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Fiery Nature. The spirit's elemental subtype is fire.

Illumination. The spirit sheds bright light in a 5-foot radius and dim light in an additional 5 feet.

Water Susceptibility. For every 5 feet the spirit moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 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.

Description

Burning spirits are by far the most dangerous of any of the elemental spirits, though they rarely cause harm on purpose. They are the most friendly and warm of these minor spirits, and they are usually the smallest, too. Yet simply by following their urges to explore, investigate, learn, and make friends, these hapless creatures set the world ablaze with spreading flames. Few burning spirits understand that fire is dangerous to others.

Because of the light, heat, and energy that a burning spirit constantly produces, some people endeavor to capture these tiny spirits inside glass jars or other non-flammable containers. This can backfire, as burning spirits are intelligent enough to remember a grudge, and should one ever escape imprisonment, they may return to find all they own consumed in a conflagration. The spirit might not understand the danger of its own flames, but its tiny rampage will ignite them anyways.

Elemental Spirits

Smaller than the usual elemental, these spirits can be found not only wandering the Elemental Planes that they spawn from, but also the Feywild, Shadowfell, and Material Planes. While they are plentiful in their native planes, any encounter with these spirits outside of the Elemental Planes is rare and often cherished.

Not Quite Genie. Elemental spirits are usually born when the soul of a sentient living creature melds with the primordial matter of an elemental plane and fails to manifest as a genie. The soul loses all characteristics in this magical rebirth. Since such manifestations are very rare, some say that there are as many as a thousand elemental spirits born for every genie that manifests. Spirits can even be born outside the Elemental Planes in places that resemble those planes, where a genie would never be able to manifest. They may appear in quarries, rivers, campfires, etc.

Capricious and Playful. Elemental spirits adore fun and whimsy. Since they don't need to eat or rest, they spend nearly all their time playing with each other when they aren't hiding from the world around them. These spirits flit from activity to activity, rarely staying still, and they are fascinated by anything they haven't seen before. They often make off with objects from humanoid settlements to entertain themselves. Many an adventuring group have awoken from a rest to find their campsite soaked in water, filled with recently dug holes, on fire, or scattered to the winds by these mischievous spirits.

Unreliable Servants. While they are much easier to summon than normal elementals and especially genies, these spirits are notoriously difficult to control. Their ability to hide and infiltrate small spaces makes them potentially excellent servants for many mages, but these benefits must be balanced against the certainty that some orders will be misunderstood or even willfully ignored. Still, making friends with these spirits can be worthwhile. They are difficult to understand and so they can be a challenge to please, but they form very strong bonds and always remember their friends.

Elemental Nature. Elemental spirits don't require air, food, drink, or sleep.

Monster Tags: Elemental

Habitat: ForestGrasslandMountainUrban

BenevolentEvil

Comments

Posts Quoted:
Reply
Clear All Quotes