Firestorm Brimorak

Level 7
Creature· chaoticUncommonSmallLegacy
AC
25
HP
120
Speed
30 ft.
Perception
+15
Fort
+18
Ref
+15
Will
+13
Immunities fire
Weaknesses cold-iron 5, holy 5
Languages chthonian, draconic, empyrean, pyric
Senses darkvision
Skills acrobatics +15, stealth +15, deception +14, religion +13
Recall Knowledge DC 25 (religion)

Attacks

Melee Flaming Sword +18 (magical, unholy), Damage 2d10+4 slashing plus 1d6 spirit
Melee Hoof +18 (agile, unholy), Damage 2d6+4 bludgeoning plus 1d6 spirit

Abilities

Telepathy 60 feetinteraction
Boiling Blood

Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 3d4 fire damage (DC 22 reflex save).

Extinguishing Aversion

Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.

Smoke Vision

Smoke doesn't impair a brimorak's vision; they ignore the Concealed condition from smoke.

Breath Weapon◆◆

The brimorak spits their boiling blood in a 20-foot area that deals 8d6 fire damage (DC 24 reflex save).

The brimorak can't use their Breath Weapon again for .

The ground within this area becomes slippery, with the effects of a Grease spell targeting an area until it's cleaned up or the brimorak is able to use their Breath Weapon again, whichever comes first.

Flaming Weapon

A brimorak's hooves and any weapon they wield burst into flame, dealing an extra 1d6 fire damage with each hit. If they don't have a weapon, they can create a flaming sword of fire and steel (see flaming sword Strike in Melee entry above).

Fume◆◆

The brimorak emits a cloud of thick black smoke in a 10-foot area that remains in place for . All creatures within the smoke become Concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 24 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).