Emberlord, Scourge of the Blazing Blade - AI-generated fantasy Monster

Emberlord, Scourge of the Blazing Blade

Bards tell of a blade that was forged from pure brimstone and bound to a wrathful daemon. The creature appears when infernal bargains demand blood or when iron-hearted tyrants call down fire upon their enemies. Old war maps mark its haunts with a ring of black glass.

HugeDaemon(Daemon)CR 5Chaotic Evil

Emberlord, Scourge of the Blazing Blade

FireHugeSoloLairInfernalBlade
HP142AC17SPD40 ft., fly 40 ft. (hover)CR5 (1,800 XP)IntimidationPerception
STR
20
DEX
12
save
CON
18
save
INT
10
WIS
12
CHA
16
Fire Aura. Any creature that starts its turn within 10 feet of the daemon takes 7 () fire damage as the air around the daemon flares.
Infernal Resistance. The daemon is immune to fire damage and the poisoned condition. It has resistance to cold damage and to bludgeoning, piercing, and slashing from nonmagical weapons. It has advantage on saving throws against being charmed or frightened.
Weapon of Living Flame. The flaming greatblade counts as magical for the purpose of overcoming damage resistances. The daemon's melee attacks with the blade deal additional fire damage.
Master of Heat. The daemon can open or close vents, direct lair geysers, and manipulate ambient flame in its lair as a free action. It can also move through nonmagical difficult terrain made of fire or lava without penalty.
Multiattack. The daemon makes two flaming blade attacks. If it uses Charge before making these attacks, it deals an extra 10 () fire damage on one hit.
Massive Flaming Blade. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 18 () slashing damage plus 7 () fire damage. The flaming blade is magical for the purpose of overcoming resistances and ignores nonmagical cover that is only combustible. If the target is wearing metal armor or carrying metal weapons, the metal glows red for 1 minute (no mechanical effect beyond visibility) and sheds bright light in a 10 foot radius and dim light for an additional 10 feet.
Flamewave. Recharge 5-6. The daemon slams the ground with the haft of its blade, unleashing a wave of searing flame in a 30 foot cone. Each creature in that area must make a Dexterity saving throw, taking 21 () fire damage on a failed save, or half as much on a successful one. A creature that fails the save by 5 or more is also knocked prone and pushed 10 feet away from the daemon.
Charge. The daemon moves up to its speed in a straight line and if it moves at least 20 feet immediately before hitting with a Massive Flaming Blade attack, the attack deals an extra 10 () fire damage and the target must succeed on a Strength saving throw or be knocked back 10 feet and knocked prone.
Scorching Rebuke. When a creature within 10 feet hits the daemon with a melee attack, the attacker takes 5 () fire damage.
Winged Gust. The daemon beats the air with its blade, creating a scorching gust. Each creature within 10 feet of the daemon takes 5 () fire damage and must succeed on a Strength saving throw or be pushed 5 feet away.
Blazing Strike (Costs 2 Actions). The daemon makes one Massive Flaming Blade attack.
Infernal Roar (Costs 3 Actions). The daemon unleashes an Infernal Roar. Each creature of the daemon's choice within 30 feet that can hear it must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success.
Cantrips
Produce Flame (infernal)Evocation The daemon can cast Produce Flame at will, but when it does the flame is a roaring inferno that sheds bright light for 30 feet and deals 2d6 fire damage as a ranged spell attack.
4th level
Wall of FireEvocation Once per day the daemon can cast Wall of Fire centered on itself, creating a ring of flame up to 20 feet in radius. The wall lasts for 1 minute and deals 5d8 fire damage to creatures that end their turn within 10 feet of the wall.
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