Volcarona (5e Creature)

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Volcarona

Medium elemental, any alignment


Armor Class 17 (natural armor)
Hit Points 136 (21d8 + 42)
Speed 10 ft., 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 15 (+2) 14 (+2) 19 (+4) 15 (+2)

Skills Perception +7
Damage Immunities fire
Senses passive Perception 17
Languages Ignan, understands Common but can't speak
Challenge 7 (2,900 XP)


Heated Body. A creature that touches the volcarona or hits it with a melee attack while within 5 feet of the volcarona takes 7 (2d6) fire damage.

Fire Absorption. Whenever the volcarona is subjected to fire damage, it takes no damage and instead gains a number of hit points equal to the fire damage dealt.

White Smoke. The volcarona has advantage on saving throws against effects that would cause it to gain disadvantage on attack rolls, ability checks, or saving throws.

Swarm. While it has 40 hit points or fewer, creatures have disadvantage on saving throws against the volcarona's abilities, and those abilities deal an additional 10 (3d6) fire damage.

ACTIONS

Fiery Dance. The volcarona targets one creature it can see within 30 feet of it, which must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) fire damage, and the Volcarona gains advantage on all saving throws until the start of its next turn. On a successful save, the creature takes half as much damage and the volcarona gains no benefits.

Fire Spin. Ranged Spell Attack: +7 to hit, range 80/320 ft., one target. Hit: 20 (5d6 + 3) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. While restrained in this way, a creature takes 7 (2d6) fire damage at the start of each of its turns, and at the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

Bug Buzz (Recharge 4-6). The volcarona releases a sonic pulse. All creatures within 30 feet of it must make a DC 15 Constitution saving throw. On a failed save, the target takes 35 (10d6) thunder damage, and it is stunned until the end of its next turn. On a successful save, the target takes half as much damage and is not stunned.



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