Firegeist
Firegeist
Small elemental, neutral evil
- Armor Class 14 ()
- Hit Points 87 (25d6)
- Speed 40 ft.
- STR
7 (-2) - DEX
18 (+4) - CON
10 (+0) - INT
4 (-3) - WIS
16 (+3) - CHA
6 (-2)
- Skills Perception +5
- Damage Immunities fire, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 15
- Languages Primordial
- Challenge 2 (450 XP)
- Hide By Firelight. In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire.
- Illumination. The firegeist sheds dim light in a 30-foot radius.
- Magical Light Sensitivity. While in magical light, the firegeist has disadvantage on attack rolls and ability checks.
- Water Susceptibility. For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.
Actions
- Multiattack. The firegeist makes two slam attacks.
- Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
- Combustion Touch (Recharge 5-6). The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.