The Scorcher

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The Scorcher

Medium Humanoid, Chaotic Evil


  • Armor Class 18 (Magnetic vest)
  • Hit Points 117 (13d8+64)
  • Speed 30ft

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 18 (+4) 10 (+0) 10 (+0) 20 (+5)

  • Saving Throws Con +8, Int +5, Wis +5, Cha +10
  • Skills Intimidation +10, Perception +8, Athletics +6, Arcana +5
  • Damage Resistances Poison, Cold
  • Damage Immunities Fire
  • Condition Immunities charmed, frightened, poisoned
  • Senses passive Perception 15
  • Languages Common, Primordial, Jannti
  • Challenge 14 (11,500 XP)

Legendary Resistance (1/Day). If the Scorcher fails a saving throw, it can choose to succeed instead.

Internal furnace. The Scorcher emits bright light in a 10-foot radius and dim light for an additional 10 feet.

Heart of Fire. Whenever The Scorcher starts casting a spell that deals fire damage, fiery magic erupts from it. This eruption causes creatures of its choice within 10 feet to take fire damage equal to 7 (2d6)

Fire in the Veins. Spells The Scorcher casts ignore resistance to fire damage and deal double damage to objects and plants.

Spellcasting: The Scorcher is a 14th-level spellcaster. It's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Scorcher can use the following Sorcerer spells :

  • Cantrips Firebolt, Light, Control Flame, Produce Flame

  • 1st level (4 slots):Burning Hands, Hellish Rebuke, Chromatic Orb (Fire)

  • 2nd level (4 slots):Aganazzar's Scorcher, Flaming Sphere, Pyrotechnics, Scorching Ray, Heat Metal

  • 3rd level (3 slots):Fireball, Glyph of Warding, Haste, Counterspell

  • 4th level (3 slots):Wall of Fire, Widogast's Web of Fire

  • 5th level (2 slots):Immolation, Cloudkill

  • 6st level (1 slot):Sunbeam (Fire damage), Disintegrate

  • 7th level (1 slot):Fire Storm, Delayed Blast Fireball

Metamagic. The Scorcher has 14 Sorcery Points and can benefit from following meta magic options of a sorcerer.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell

Legendary Actions

The Scorcher can take 3 legendary actions, choosing from the options below.

Plazma canon (Costs 2 Actions). The Scorcher can make a ranged spell attack with range of 30 feet: +10 to hit to fire a blast of hot air, forcing a creature to make a (DC 18) constitution saving throw or be blinded until the start of the creature's next turn in addition taking 14 (4d6 fire damage) or half as much on a successful save.

Exhaust Blast. The Scorcher fires a powerful blast of exhaust under great pressure in a 5 feet wide and 10 feet long line. Creatures hit by it have to make a Strength saving throw, DC 18 or be pushed away 20 feet.

Cantrip. The Scorcher casts a cantrip.

Self Destruction. When the Scorcher drops to 0hp it can spend one turn channeling energy and then explode on the begging of its next turn dealing 63 (18d6) fire damage to all creatures and objects within 30 foot sphere that fail the DC 20 Dexterity saving throw or half as much if they succeed.

Credits to the artists!

Husk by Free Style (@yohan1754) https://twitter.com/yohan1754

Chandra Nalaar by Maxim Verehin (https://www.deviantart.com/verehin)

Go check them out and give them some love =D

Magnetic vest

It's considered medium armor and scales with constitution (14+CON)

Molten core

While the creature has a source of any type of fuel it does not need to eat or drink.

 

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