Fire Elemental Queen, Erven Phi (5e Creature)

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Erven Phi, the Fire Elemental Queen

Colossal elemental, neutral good


Armor Class 16 (natural armor)
Hit Points 465 (30d20+150)
Speed 50 ft., fly 30 ft.


STR DEX CON INT WIS CHA
29 (+9) 21 (+5) 20 (+5) 14 (+2) 14 (+2) 20 (+5)

Saving Throws Con +18, Wis +9, Cha +13
Skills Insight +9, Perception +9, Acrobatics +14
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, cold, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 19, truesight 120 ft.
Languages Common, Elvish, Ignan, Primodial
Challenge 29 (135,000 XP)


Legendary Resistance (3/Day) If Erven fails a saving throw, she can choose to succeed instead.

Fire Aura At the start of each of Erven's turns, each creature within 60 feet of it takes 45 (10d8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 45 (10d8) fire damage from touching Erven or from hitting her with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Erven moves into its space. Nonmagical weapons that hit Erven are destroyed by fire immediately after dealing damage to it.

Fire Form. Erven can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 22 (4d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 22 (4d10) fire damage at the start of each of its turns.

Illumination. Erven sheds bright light in a 120-foot radius and dim light for an additional 120 feet.

Innate Spellcasting. Erven's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: fireball, wall of fire

3/day each: fire storm, haste, teleport

Magic Resistance. Erven has advantage on saving throws against spells and other magical effects.

Siege Monster. Erven deals double damage to objects and structures with his melee and ranged weapon attacks.

Empowered Attacks. Erven's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.

Limited Magic Immunity. Erven cannot be affected or detected by spells of 4th level or lower unless it wishes to be. She has advantage on saving throws against all other spells and magical effects.

Elemental Nature. Erven doesn't require food, drink, or sleep.

Elemental Adept. All fire damage that is caused by Erven ignores fire resistance and makes treats creatures with fire immunity like they had fire resistance. Erven can also treat any 1 on fire damage die as a 2.

Death Burst. When Erven reaches 0 hit points, she explodes in a burst of lava. Each creature within 60 feet of it must make a DC 21 Dexterity saving throw, taking 110 (20d10) fire damage on a failed save, or half as much damage on a successful one.

ACTIONS

Multiattack Erven can use her Frightful Presence. She then makes four attacks:

Touch. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 55 (8d10 + 9) damtype damage.

Inferno Scimitar. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 38 (6d8 + 11) fire damage and 22 (3d6 + 11) slashing damage.

Magma Lob. Ranged Weapon Attack: +17 to hit, reach 240 ft., one target. Hit: 26 (3d10 + 9) fire damage and 25 (3d10 + 9) blugeoning damage.

Flaming Spear. Ranged Weapon Attack: +17 to hit, reach 600 ft., one target. Hit: 32 (5d8 + 9) fire damage.

Frightful Presence. Each creature of the Erven's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Erven is within line of sight, ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the Erven's Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

The Erven Phi can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Erven Phi regains spent legendary actions at the start of its turn.

Heat Wave. Erven creates a blast of heat within 60 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area must make a DC 21 Constitution saving throw or gain one level of exhaustion.

Combustion (Costs 3 Actions). Erven causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire.

Erven Phi was born from the Birthing Furnace as a Genasi, she met the one who activated the artifact whose name is Merlin Ambrosius. He examined her and noticed she had great potential and even enough talent that she could be considered more of an Elemental than a Genasi. She then joined his group of students called the "100 Heroes", as she learned techniques to bring out her Fire Elemental powers where she unlocked a powerful transformation that can burn a country to the ground. The transformation led her to become "The Fire Queen".


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