Summer Elemental

Summer elementals are a type of Fire elemental that most often spring forth from bonfires on hot summer evenings or from the flames of intense forest fires. Summer elementals burn with a golden flames with hints of purple reminiscent of the setting sun.   Dancing Flames. Summer elementals move in a flowing pattern that looks similar to a dance. This makes their general demeanor look warm, festive and amiable. However, even though they will not try and burn all living things on sight, they should not be provoked. Their appearance might friendly, but approach summer elementals with caution, as they are still burning fire bound to a physical form.

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Summer Elemental

Large Elemental, neutral

Armor Class 13
Hit Points 90 (12d10 + 24)
Speed 50ft.

STR

10 (+0)

DEX

18 (+4)

CON

15 (+2)

INT

6 (-2)

WIS

10 (+0)

CHA

7 (-2)

Saving throws Dexterity +7
Skills Performance +1
Damage Resistances Non-magical Bludgeoning, Piercing and Slashing
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 60ft., Tremorsense 60ft., Passive Perception 10
Languages Ignan
Challenge 5 (1800 xp)
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5ft. of it takes 5 (1d8) Fire damage and 5 (1d8) Radiant damage.   Illumination. The elemental sheds bright light in a 30ft. radius and dim light in an additional 30ft. The bright light has the same properties as sunlight in regards to sunlight sensitivity.   Water Susceptibility. For every 5ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 Cold damage.

Actions

Multiattack. The elemental makes two Touch attacks.   Touch. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 6 (1d6+3) Fire damage plus 6 (1d6+3) Radiant 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.   Sunbeam (Recharge 4-6). Every creature in a 10ft. wide 45ft. long line has to make a Constitution saving throw (DC 16). On a failed save they take 9 (2d8) Fire damage plus 9 (2d8) Radiant damage. On a successful save they take half damage.

 

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