Nine tails demon
Large elemental, unaligned
- Armor Class 16 (natural armor)
- Hit Points 42 (5d10+15)
- Speed 40 ft.,Fly 60ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 16 (+3) 7 (-2) 12 (+1) 5 (-3)
- Saving Throws Dex +7, Wis +3
- Skills Perception +3, Stealth +7
- Damage Vulnerabilities Cold
- Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
- Damage Immunities Fire, Poison
- Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
- Senses Darkvision 120 ft., passive perception 13
- Languages —
- Challenge 3-5
Keen Hearing and Smell. The nine tails demon has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The nine tails demon has advantage on an attack roll against a creature if at least one of the nine tails demon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Nine Tails Beast. The nine tails demon is proud of its magnificent flaming tails. Not only are they mesmerizing to look at, but they also can be used for incredible things by its owner. If the nine tails demon receives at least 15 damage in a single turn, one of its tails is destroyed. If the nine tails demon recovers 10 hp or more through any means, the tail is restored.
Water Susceptibility. For every 5 feet the nine tails demon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack. The nine tails demon uses its blazing embrace once or makes 2 attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) fire damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4+5) fire damage.
Blazing Embrace. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 14 (2d8+5) fire damage. The target is grappled (escape DC 15) Until this grapple ends, the creature is restrained and takes 2 fire damage at the end of each of its turns as long as it remains grappled in this way. The nine tails demon needs to use 3 of its tails to grapple a single creature. It can't summon fire wisps using the tails involved in the grapple.
Legendary Actions
The nine tails demon can take up to 3 legendary actions, choosing from the options below. Only 1 legendary action option can be used at a time and only at the end of another creature's turn. The nine tails demon regains spent legendary actions at the start of its turn.
Burning Up. The nine tails demon summons up to 3 fire wisps 5 ft. above itself using its tails. To use this ability, 1 tail is needed for each fire wisp summoned, if a tail is destroyed or busy in a blazing embrace, it cannot be used for this ability
Comforting Warmth (Costs 2 Actions). The nine tails demon calls back up to 3 of its kin in a 20 ft. radius to merge with itself and feed its own fire. Each fire wisp absorbed in this way restores 1d6+1 hp to the nine tails demon.
Command Ally. The nine tails demon commands up to 2 fire wisps to move in a single direction without provoking opportunity attacks.
Move. The nine tails demon moves up to its speed without provoking opportunity attacks.
Fire wisp
Small elemental, unaligned
- Armor Class AC 13
- Hit Points 3 (1d6-1)
- Speed 0 ft., Fly 70ft. (hover)
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 8 (-1) 3 (-4) 3 (-4) 6 (-2)
- Damage Vulnerabilities Cold, Thunder
- Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
- Damage Immunities Fire, Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses Darkvision 60 ft., passive perception 6
- Languages —
- Challenge 1/8
Ephemeral. The fire wisp can't wear or carry anything.
Fire form. The fire wisp can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1 fire damage. In addition, the fire wisp 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 1 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1 fire damage at the start of each of its turns.
If at least 4 fire wisps enter the same creature's space in a single turn without someone dousing the fire, the damage changes from 1 fire damage to 1d6 fire damage.Illumination. The fire wisp sheds bright light in a 10-foot radius and dim light for an additional 10-feet.
Nine Tails Beast Kin. As a moth to the flame, fire wisps are drawn to the flames of the nine tails demon. They usually flock around a nine tails demon happy to even just be near it and follow whatever command it may issue, if any. Should the source of their adoration encounter danger, a fire wisp retaliates decisively without regards for its own safety always going back to its master ready to strike again.
Water Susceptibility. For every 5 feet the fire wisp moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Warm Touch. Melee weapon attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d4) fire damage.
Share the Light (Recharge 5-6). If the fire wisp spends its entire turn without moving, as an action it can spawn another fire wisp located in the same space the original was in. This new fire wisp shares the initiative order its originator has and cannot spawn any other fire wisps.