Sir Cinder is an adventurous elemental who has attained sentience. Early in its life, it was rescued from imprisonment by a knight, and began to idolize the steel-clad warriors. It served an artificer for several years in exchange for a custom-built suit of furnace armour, which keeps it stoked and protected. Now it travels the land doing deeds of service, and confusing peasants. It might be an unexpected ally in a pinch, or choose to serve a PC as a loyal companion.
Sir Cinder Medium elemental, neutral good Armour Class 18 (plate armour) Hit Points 38 (6d8+12) Speed 25ft. Str 10 (+0); Dex 12 (+1); Con 14 (+2); Int 7 (-2); Wis 10 (+0); Cha 9 (-1) Damage resistances Bludgeoning, piercing, and slashing damage from nonmagical attacks Damage immunities Fire, poison Condition immunities Exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60ft., passive Perception 10 Languages Ignan, Common Challenge 4 (1,100 XP) Red-hot Form. A creature that touches Sir Cinder or hits it with a melee attack while within 5 feet of if takes 3 (1d6) fire damage. Illumination. Sir Cinder casts bright light in a 60-foot cone through the bars of his furnace, and dim light for an additional 60 feet. Water Susceptibility. For every 5 feet that Sir Cinder moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Heated Sword. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) slashing damage and 3 (1d6) fire damage. Fire Bolt. Ranged spell attack: +3 to hit, range 120 feet, one target. Hit: 6 (2d10) fire damage, and flammable objects are ignited if they aren't being worn or carried. Also posted on Game Masters Stash on 13 February 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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