Firetamer
Medium Humanoid (any race), neutral good
Armor Class 17 (red dragon scale mail)
Hit Points 92 (16d8+20)
Speed walk +30
Challenge 7
Damage Resistances fire
Senses passive Perception 14
Languages Common, Druidic, Primordial (Ignan)
Special Abilities
Flameform. As a bonus action, the firetamer can transform into a **fire elemental**. While in this form, the firetamer cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours, and can enter flameform twice, regaining expended uses after completing a short or long rest.
Spellcasting. The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: * Cantrips (at will): druidcraft, mending, produce flame * 1st level (4 slots): cure wounds, faerie fire, longstrider, jump * 2nd level (3 slots): flame blade, heat metal, lesser restoration * 3rd level (3 slots): daylight, dispel magic, protection from energy * 4th level (3 slots): blight, freedom of movement, wall of fire 5th level (1 slot): conjure elemental
Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast dominate monster (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.
Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast _dominate monster_ (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.
Source: Critical Role: Tal’Dorei Campaign Setting · OGL/Open