You call forth Thee Serpent of Fire. It manifests in an unoccupied space that you can see within range and uses the below stat block. The creature resembles Serpent form wreathed in flames. The creature disappears when it drops to 0 Hit Points, you dismiss it as an action or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Thee Serpent of Fire
Huge Elemental, Neutral
AC 16
HP 108
Speed 40 ft.; Climb 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 14 | +2 | +5 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | –2 | –2 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Vulnerability Cold
Immunities Fire (Fire only) ,Non magical Piercing, Bludgeoning and Slashing, Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amorphous Form. The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Flaming Trail. As the serpent moves, it leaves a 10‑ft-wide trail of fire that lasts for the duration of the spell. When a creature enters the trail for the first time or starts its turn there, it must make a Dexterity saving throw (DC = 8 + your proficiency + spellcasting modifier) Taking 4d6 fire damage on a failed save or half as much on a success.
Aquatic Weakness. While submerged in water, the serpent takes 5 (1d10) cold damage per turn. This effect also applies to being the target of water based spells such as Tidal wave upon the effects of said spell.
Actions
Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 3d10 + 4 + the spell’s level Fire damage.
Flame burst (Recharch 5-6). The serpent exhales fire in a 15‑ft cone. Each creature in the area must make a Dexterity saving throw taking 6d6 fire damage on a fail and half on a success.
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