Skip to main content

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.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...