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Scorch




Burned alive by dragonire and resurrected by ceaseless greed, the fighter knowna as Scorch still bears an thin, elvish form. However, his burn is an ashen grey covered with veins of sizzling embers. His once fine armor is just as charred but still carries an autumn orange hue. Scorch uses his martial prowess and fire-based abilities to kill and rob whomever he wants, often burning down the scene of the crime. He is a sucker for a stand-up fight, however, when his considerable pride is bruised. That's how he got immolated by a dragon in the first place.

Scorch

Medium undead, neutral evil

Armor Class 15 (studded leather)

110 (13d8 + 52)

Speed 30 ft

Str 16 Dex 17 Con 18 Int 14 Wis 14 Cha 9

Skills Acrobatics +6, Intimidation +5, Perception +5

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities poisoned

Sensesdarkvision 60 ft., passive Perception 15

Languages Common, Elvish

Challenge 5 (1,800 XP)

Burning Body.

At the start of each of his turns, Scorch deals 5 (1d10) fire damage to any creature grappling it.

Heat Vision.

Scorch is considered to have 20ft of blindvision when it comes to spotting any living creature that produces heat.

Magic Resistance.

Scorch has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

Scorch makes two punches and one roundhouse attack. Alternatively, he can use Hurl Flame twice.

Punch.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Roundhouse.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Hurl Flame.

Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Firejump (Recharge 6).

Scorch teleports to an unoccupied space he can see within 30ft. Immediately after he disappears, fire erupts from that spot, and each creature within 10 feet of the space he left must make a DC 13 saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.


He can bring along objects as long as their weight doesn’t exceed what he can carry. He can also teleport one creature he is grappling of Medium or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of him when he takes this action, and there must be an unoccupied space within 5 feet of his destination space for the creature to appear in; otherwise, the creature is left behind.

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