Fire Striker

Medium Elemental, neutral evil

Armor Class 10

10 Hit Points 65(10d8 + 20)

65(10d8 + 20) Speed 35ft.

STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (0) 12 (+1)

Damage Resistance Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Fire, Poison

Fire, Poison Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 Ft, passive Perception 12

Darkvision 60 Ft, passive Perception 12 Languages Abyssal

Abyssal Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the striker can move up to its speed toward a hostile creature that it can see.

Illumination. The striker sheds bright light in a 10-foot radius and dim light in an additional 10 feet.

Fire Form. The striker can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the striker or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the striker can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

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

Actions

Spooky Green Fire Fist. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) fire damage.

Super Mega Ultra Action Omega Damage Incinerate Fist+. Melee Weapon Attack: +5 to hit, , reach 5ft., one target. Hit 16 (2d12 + 3) 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. After this action The Striker has to make a DC 15 on a fail save the striker becomes a large coal that has 0 movement speed an Armor Class of 14 it cannot make actions except trying the saving throw.