Alazai

Large Elemental, chaotic neutral

Armor Class 16 (natural armor)

Hit Points 149 (13d10+78)

Speed walk +40

Challenge 10

STR
21
+5
DEX
15
+2
CON
22
+6
INT
10
+0
WIS
16
+3
CHA
20
+5

Saving Throws dex +6, wis +7

Skills perception +3

Damage Immunities fire, poison

Condition Immunities exhaustion, poisoned

Senses darkvision 120', passive Perception 13

Languages Ignan

Special Abilities

Conditional Invisibility. Is invisible in most situations. The following situations reveal its location and enough of its form that attacks vs. it don't have disadvantage while the situation lasts:In temperatures lower than 50 degrees Fahrenheit or for 1 round after it takes cold: its natural heat outlines it in steam.Darkness: its burning eyes shine visibly marking its location.

Elemental Nature. Doesn't require air food drink or sleep.

Fire Form. Can move through a space as narrow as 1 inch wide with o squeezing. A creature that touches it or hits it with melee attack while within 5 ft. of it takes 4 (1d8) fire.

Iron Disruption. Struck by a cold iron weapon becomes visible and can't use Hurl Flame or Scorching Aura until start of its next turn.

Actions

Multiattack. Two Burning Slams or three Hurl Flames.

Burning Slam. Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage + 11 (2d10) fire. If target is creature/flammable object ignites. Until action used to douse fire target: 5 (1d10) fire at start of each of its turns.

Hurl Flame. Ranged Spell Attack: +9 to hit, 120 ft., one target, 19 (4d6+5) fire.

Scorching Aura (Recharge 6). Increases power of its inner fire causing metal weapons and armor to burn red-hot. Each creature within 30' of it in physical contact with manufactured metal object (ex: metal weapon suit of heavy or medium metal armor): 22 (5d8) fire and must make DC 16 Con save or drop object if it can. If it doesn't drop object (or take off armor) has disadvantage on attacks and ability checks until start of alazai's next turn.

Source: Tome of Beasts 3 · OGL/Open