Firegeist

Small elemental, neutral evil

Armor Class

14

Hit Points

87 (25d6)

Speed

40 ft.

STR

7 (-2)

DEX

18 (+4)

CON

10 (+0)

INT

4 (-3)

WIS

16 (+3)

CHA

6 (-2)

Damage Immunities

fire, poison

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 60 ft., passive Perception 15

Skills

Perception +5

Languages

Primordial

Challenge

2 (450 XP)

Hide By Firelight. In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire.

Illumination. The firegeist sheds dim light in a 30-foot radius.

Magical Light Sensitivity. While in magical light, the firegeist has disadvantage on attack rolls and ability checks.

Water Susceptibility. For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.

Actions

Multiattack. The firegeist makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Combustion Touch (Recharge 5-6). The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

small
elemental
cr2
tome-of-beasts