Firegeist

Small Elemental, neutral evil

Armor Class 14

Hit Points 87 (25d6)

Speed walk +40

Challenge 2

STR
7
-2
DEX
18
+4
CON
10
+0
INT
4
-3
WIS
16
+3
CHA
6
-2

Skills perception +5

Damage Immunities fire, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 15

Languages Primordial

Special Abilities

Hide By Firelight. In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire.

Illumination. The firegeist sheds dim light in a 30-foot radius.

Magical Light Sensitivity. While in magical light, the firegeist has disadvantage on attack rolls and ability checks.

Water Susceptibility. For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.

Actions

Multiattack. The firegeist makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Combustion Touch (Recharge 5-6). The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Source: Tome of Beasts · OGL/Open