Elemental Lord of Flame
Armor Class 18 (natural armor)
Hit Points 200 (20d10+80)
Speed 50 ft. fly 60 ft.
Saving Throws Dex +7, Con +8
Skills Perception +5, Intimidation +7
Damage Vulnerabilities cold
Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Ignan, Common, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Actions
Legendary Actions
The Elemental Lord of Flame can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.
Lair
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Flames flicker and dance around the elemental lord's lair, providing dim light and causing minor heat waves.
- Creatures within 1 mile of the lair feel an unnatural heat, making them uncomfortable and requiring them to succeed on a DC 12 Constitution saving throw or gain one level of exhaustion.
📷 Export as Image
Share your monster as a beautiful PNG image styled like classic D&D sourcebooks.
Includes: Full stat block, monster image (if selected), CR badge, and QuickMonster branding.
Resolution: High-quality PNG at 2x scale for crisp display on any device.
Lore & Description
Appearance
A towering figure made entirely of living flames, its form continuously shifts and flows, casting an ever-changing glow of oranges and reds. Its eyes burn like the brightest embers, and the air around it shimmers with intense heat.
Behavior & Origins
This elemental lord embodies the fury of fire, often found in places where fire is both feared and revered. It commands respect among fire elementals and can incite chaos in its wake. When encountered, it is often surrounded by lesser fire elementals that serve its whims.