Fire Knight

Medium Humanoid, neutral evil

Armor Class 20 (studded leather + shield)

20 (studded leather + shield) Hit Points 112(14d8 + 42)

112(14d8 + 42) Speed 30ft., 30 ft. fly

STR DEX CON INT WIS CHA 10 (0) 22 (+6) 16 (+3) 18 (+4) 10 (0) 12 (+1)

Skill Proficiencies Stealth +10

Stealth +10 Damage Immunities Fire

Fire Senses passive Perception 10

passive Perception 10 Languages Ignan, one other language (usually Common)

Ignan, one other language (usually Common) Challenge 12 (8400 XP)

Aura of Smoke. The knight exudes an aura of smoke within 30 ft of it. Creatures that end their turns in the aura of smoke must make a DC 16 Constitution Saving Throw or become blinded. A blinded creature can repeat the saving throw at the end of each of its turns, on a successful save no longer being blinded and becoming immune to this effect for the next hour.

Innate Spellcasting. The Fire Knight can innately cast the following spells. Its spellcasting ability is Intelligence and its save DC is 16.

3/day each: Searing Smite

1/day each: Fire Storm, Elemental Bane, Fire Shield

Actions

Multiattack. The Fire Knight makes three attacks in any combination with its Flaming Rapier and Fire Blast.

Flaming Rapier. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 11 (1d8+6) slashing damage plus 10 (2d8) fire damage

Fire Blast. Ranged Weapon Attack: +10 to hit, range 60/120, one target. Hit 18 (2d10 + 6) fire damage.

Fire Spin (Recharge 5-6). The Fire Knight spins in a wreath of fire and appears in a space up to 30 ft away. Each creature within 5 ft of the Fire Knight's initial space must make a Dexterity Saving Throw, on a failed save taking 60 (12d8) fire damage.

Reactions

Shield of Fire. The Fire Knight uses its flaming shield to block an attack. The Fire Knight's AC increases by 4 until the beginning of its next turn. If the attack still hits the Fire Knight, the attacker must make a Dexterity Saving Throw, on a failed save taking 3d8 fire damage, or half as much on a success.

Legendary Actions

The Fire Knight can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Fire Knight regains spent legendary actions at the start of its turn.

Attack. The knight makes a flaming rapier attack.

Detect. The knight makes a perception check.

Fire Shield (Costs 2 Actions). The knight casts fire shield if it is not already cast.