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 knightâs 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.