Ashari Firetamer
Tal'Dorei Campaign Setting: Reborn p. 226 (Third Party)
- Size
- Medium
- Type
- humanoid (any)
- AC
- 17 (red dragon scale mail)
- Hit Points
- 92 (16d8+20)
- Speed
- walk 30 ft.
- Skills
- Arcana +4, Nature +7
- Resistances
- fire
- Passive Perception
- 14
- Languages
- Common, Druidic, Ignan
- Challenge
- 7
- Lineage
- Ashari
Traits
Proficiency Bonus
+3
Spellcasting
The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:
- Cantrips (at will): druidcraft, mending, produce flame (2d8)
- 1st level (4 slots): cure wounds, faerie fire, jump
- 2nd level (3 slots): flame blade, heat metal, lesser restoration
- 3rd level (3 slots): daylight, dispel magic, protection from energy
- 4th level (3 slots): freedom of movement, wall of fire
- 5th level (1 slot): conjure elemental
Actions
Scimitar
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage.
Flamecharm (Recharges after a Short or Long Rest)
The firetamer can cast the dominate monster spell (save DC 15) on a fire elemental or other elemental fire creature. If the creature has 150 or more hit points, it has advantage on the saving throw.
recharge
SHORT
Flameform (Recharges after a Short or Long Rest) (Bonus Action)
The firetamer can transform into a fire elemental. Its game statistics are replaced by the statistics of the elemental, but the firetamer retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores, and all of its skill and saving throw proficiencies. While in this form, the firetamer can't cast spells. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours or until it reverts to its humanoid form as a bonus action.
recharge
SHORT
Druidic Recovery (Bonus Action)
If the firetamer is in fire elemental form using Flameform, it can expend a spell slot to regain 1d8 hit points per level of the spell slot expended.
Spells
druidcraft, mending, produce flame, cure wounds, faerie fire, jump, flame blade, heat metal, lesser restoration, daylight, dispel magic, protection from energy, freedom of movement, wall of fire, conjure elemental
Spell Slots
0,4,3,3,3,1