Flame-scourged Scion
Creature Codex (3pp)
- Size
- Huge
- Type
- aberration
- Alignment
- chaotic evil
- AC
- 16 (natural armor)
- Hit Points
- 125 (10d12+60)
- Speed
- walk 30 ft.
- Saving Throws
- Con +10, Wis +2, Cha +6
- Skills
- Insight +6, Perception +6
- Resistances
- fire; slashing from nonmagical weapons
- Condition Immunities
- grappled, paralyzed, restrained
- Senses
- darkvision 60 ft.
- Passive Perception
- 16
- Languages
- Common, Deep Speech, Sylvan
- Challenge
- 9
- Environment
- badlands, forest
Traits
Burning Rage
When a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds.
Firesight
A flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty.
Groundbreaker
Difficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn't cost the flamescourged scion extra movement. Its speed can't be reduced by any effect.
Actions
Multiattack
The flame-scourged scion makes three tentacle attacks.
Tentacle
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the flame-scourged scion can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time.
Embers (Recharge 6)
The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments.
recharge
D6