Cinder Knight

Medium elemental, neutral

Armor Class

18 (plate)

Hit Points

105 (14d8 + 42)

Speed

30 ft.

STR

18 (+4)

DEX

17 (+3)

CON

16 (+3)

INT

6 (-2)

WIS

10 (+0)

CHA

7 (-2)

Damage Immunities

fire, poison

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities

cold

Condition Immunities

paralyzed, poisoned, stunned, unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Common, Ignan

Challenge

10 (5,900 XP)

Heat Aura. At the start of each of the cinder knight’s turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Illumination. The cinder knight sheds dim light in a 15-foot radius.

Water Susceptibility. For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The cinder knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) fire 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.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) fire 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.

medium
elemental
cr10
tome-of-horrors