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Bloodfire Elemental

Large elemental, chaotic evil
Armor Class 13
Hit Points 12d12+50
Speed 40ft

STR
10 0
DEX
18 +4
CON
13 +1
INT
10 0
WIS
3 -4
CHA
3 -4

Damage Vulnerabilities Frost, poison
Damage Resistances Force, Mundane weapons
Damage Immunities Fire
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses Blindsight 180ft for any warmblooded creature. Passive Perception 10
Languages Ignan, Primordial
Challenge 7


Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elementa l or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental 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 5 (1d10) fire damage and catches fire; unti l 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 gall on of water splashed on it, it takes 1 cold damage.   Water Walk. The elemental may move across water as if it were difficult terrain, and takes no damage from doing so.  


Actions

Multiattack. The elemental makes two crimson touch attacks or one Hemolithic Manipulation action.   Crimson Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage and 3d4 force 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.   Hemolithic Drain (recharge 2-3). The elemental draws in blood to fuel its animating force from nearby fallen creatures. Per dead or unstable unconscious warmblooded creature within 60ft, the elemental gains 1d6+5 hp. An unstable warmblooded creature affected by this fails one death save immediately.   Hemolithic Spike (recharge 1-2). The elemental draws blood from one nearby fallen or unstable warmblooded creature to form into a crystalline spike and attack. +7 to hit, range 30ft, one target. Hit: 3d6+3 piercing damage and 2d4+3 force damage. If a creature is dropped to 0 hp by this attack, they automatically fail one death save.   Hemolithic Conflagration (recharge 4-6). The elemental wracks one nearby fallen or unstable warmblooded creature with a chaotic infection, which strikes out at a nearby creature. If a creature comes within 10 feet of the affected body, they are attacked by an explosion of crystalline spikes coming out of the creature. All creatures within 15 ft of the body must make a Dex saving throw (DC 15) or take 5d6+3 piercing damage. If the conflagration was used on an unstable warmblooded creature, that creature automatically fails two death saving throws when the conflagration activates.    

Reactions

Corrupted Amalgam. As a reaction when hit by a melee attack with a mundane weapon, the elemental may use its reaction to force the attacker to make a Dex save (DC 18). On a failure, the weapon used has a -1 to all attack rolls and damage. Once a weapon reaches -4, it shatters. Using this ability damages the elemental for 1d6-1 damage.


 

This foe is a 8 foot tall whirling mass of flame that occasionally gives off blasts of fire imbued with crimson energy. They are thought to be the spawn of some demon, and are hazardous to anything that gets near it, even and especially the weapons that pass through it.


Created by

BridgePyromaniac.

Statblock Type

Monster / Creature

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