Medium Elemental (Human), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
24 (+7)
INT
18 (+4)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws INT +10, WIS +8, CHA +8
Skills Arcana +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Ignan , Freljordian, Shuriman
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Elemental Demise. If Brand dies, his body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment Brand was wearing or carrying and the World Rune that acted as his core.

Legendary Resistance (3/Long Rest). If Brand fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Brand's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, Scorching Ray

3/day each: conjure elemental (fire elemental only), invisibility, wall of fire

Fire Form. A creature that touches Brand or hits him with a melee attack while within 5 feet of him takes 18 (3d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 12 (2d10) fire damage at the start of each of its turns.

  • Blaze. Brands attacks and abilities cause their targets to catch fire as well.

Illumination. Brand can shed bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet Brand moves in water, or for every gallon of water splashed on him, he takes 1 cold damage.

Cinders of a World Rune (Mythic Trait; Recharges after a Short or Long Rest). If Brand is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 100 hit points. In, addition a level 5 fireball erupts from him and he gains the following trait:

  • Super Heated Body. A creature ends their turn within 10 feet of Brand takes 12 (3d6) fire damage. Brand also loses Water Susceptibility for 1 hour after Cinders of a World Rune triggers.
Actions

Multiattack. Brand uses his Sear or Scorching Touch twice. Then uses Pillar of Flame if it has recharged.

Scorching Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) fire damage.

Sear. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 20 (5d6 + 2) fire damage. If the target was already affected by Blaze they must succeed on a DC 17 Constitution saving throw or be stunned. On a success, the target is not stunned.

Pillar of Flame (Recharge 6). A vertical column of fire roars up from the ground in a location Brand can see within 60 ft. of him. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a DC 17 Dexterity saving throw. A creature takes 32 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Conflagration (Recharge 5-6). Brand magically sets a target ablaze with nonmagical fire. The target must make a DC 17 Dexterity saving throw. It takes 32 (8d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also set aflame for one minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, affected creatures creature repeats the saving throw. It takes 16 (4d6) fire damage on a failed save, and the fire snuffs out on a successful one.

Pyroclasm (1/Short or Long Rest). Brand summons a Fire Storm.

Legendary Actions

Brand 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. Brand regains spent legendary actions at the start of his turn.

Kindle. Brand makes one attack with his Burning Touch or Sear.

Scorch the Land (Costs 2 Actions). Brand recharges then uses Pillar of Flame.

Immolate (Costs 3 Actions). Brand recharges and uses Conflagration on a creature effected by Blaze causing them to explode flames and spread Blaze to nearby creatures and objects.

Mythic Actions

If Brand’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Cinders of a World Rune.

Burning Hands. Brand makes two attacks with his Scorching Touch. If both attacks hit the same creature, it takes an extra 7 (2d6) fire damage and must succeed on a DC 17 Constitution saving throw or become stunned until the start of her next turn.

Super Nova (Costs 3 Actions). Brand recharges and uses Pillar of Flame. If this hits a creature effected by Blaze another Pillar erupts under a creature within 10 ft. of the first. This process repeats if the new Pillar hits a creature with Blaze though it cannot effect the same creature twice.

Description

"This place will burn, not by cinder flying or breath of wind, but by the vengeance of my hand." - Brand
Once a tribesman of the icy Freljord named Kegan Rodhe, the creature known as Brand is a lesson in the temptation of greater power. Seeking one of the legendary World Runes, Kegan betrayed his companions and seized it for himself—and, in an instant, the man was no more. His soul burned away, his body a vessel of living flame, Brand now roams Valoran in search of other Runes, swearing revenge for wrongs he could never possibly have suffered in a dozen mortal lifetimes.

Monster Tags: humanoidElemental

Habitat: ArcticCoastalDesertHillMountain

TempoBueno

Comments

Posts Quoted:
Reply
Clear All Quotes