Flame-Scourged Scion
Huge Aberration chaotic evil
- Armor Class: 16 (natural armor)
- Hit Points: 125 (10d12+60)
- Speed: walk 30 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Creature Codex, page 159
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
17 (+3) |
22 (+6) |
16 (+3) |
6 (-2) |
15 (+2) |
- Saving Throws: Con +10, Wis +2, Cha +6
- Skills: insight +6, perception +6
- Damage Resistances: fire; slashing from nonmagical attacks
- Condition Immunities: grappled, paralyzed, restrained
- Senses: darkvision 60 ft., passive Perception 16
- Languages: Common, Deep Speech, Sylvan
Special Abilities
- Burning Rage: When a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds.
- Firesight: A flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty.
- Groundbreaker: Difficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn't cost the flamescourged scion extra movement. Its speed can't be reduced by any effect.
Actions
- Multiattack: The flame-scourged scion makes three tentacle attacks.
- Tentacle: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the flame-scourged scion can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time.
- Embers (Recharge 6): The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments.
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