Blaze

Medium elemental, Neutral Evil

Armor Class

13

Hit Points

75 (10d8 + 30)

Speed

walk 20 ft., fly 20 ft. (vertical movement only; hover)

Damage Resistances

Bludgeoning, Piercing or Slashing damage from nonmagical attacks

Damage Immunities

Fire

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses

darkvision 60 ft.

Challenge

5

Proficiency Bonus

+3

Blaze Rod

When the blaze drops to 0 hit points, it disappears in a cloud of smoke and has a 50 percent chance of leaving behind a glowing rod worth 100 gp. The rod sheds dim light in a 5-foot radius. As an action, a creature can try to snap the rod, doing so with a successful DC 14 Strength check. The snapped rod releases its fiery energy in a 5-foot-radius sphere centered on itself. Each creature in that area must make a DC 14 Dexterity saving throw, taking 6 (1d12) fire damage on a failed save, or half as much damage on a successful one.

Heat Aura

Any creature that starts its turn within 5 feet of the blaze takes 3 (1d6) fire damage.

Illumination

The blaze sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Water Susceptibility

The blaze takes 1 cold damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain.

Actions

Multiattack

The blaze makes three Fiery Doom attacks.

Fiery Doom

Melee or Ranged Spell Attack: +6 to hit; reach 5 ft. or ranged 60 ft., one target. Hit: 8 (1d10 + 3) fire damage, and the target catches fire if it's a creature or a flammable object. Until a creature takes an action to extinguish the fire, the burning target takes 3 (1d6) fire damage at the end of each of its turns.