Credit: Atarka's Command, Chris Rahn
These old, pure and powerful elementals. Using wood as substance for their being, they create moose like horns and defend the woods they claim as their land. The emberwoods are a more advanced for of elemental. Similar to elder elementals, these creatures have lived a long life and have now grown to be a much more powerful force.
An emberwood is created when a fire elemental grows in strength, becoming powerful until the point of which it can become an elder elemental. But is trapped by the woods that it grew in. The woods that it would burn and imbue with its elemental magic, making the woods part of the elemental themselves.
These selfless elementals will defend all that live within its woods. Defending those attacked and obliterating those that aim to destroy the forest is resides in. It does so with the strength of a dragon. Imitating a strong fear within people. In some cases dragons have entered the woods of an emberwood, and have been defeated by the brutish strength of them.
Emberwoods learn from the creatures within the forest. Those that fail to learn die and sputter out while those that succeed, learn to attack with the ferocity of the powerful creatures that come near.
Emberwoods are notable due to a unique ability they have. The ability to take other elementals, and bring them into their "family". They bring other fire elementals close to them, and almost like hypnotism, the fire elementals cannot do anything but obey the emberwood. However, the emberwood has no evil intentions. In fact the emberwoods do this to grow the fire elementals, feeding the multiple elementals its strength so that the fire elementals may all grow in to emberwoods such as itself. It is almost guarenteed that one of the emberwoods fire elemental "children" will take control of the emberwoods wooden body at the time of its death. Carrying on the legacy of parent like elementals.
The fire elementals that the emberwood takes control of however, are no longer true fire elementals. As soon as they are taken control of, they are given shards of wood that they will grow into their own armor or ornament for their future bodies. Thus, they are no longer fire elementals but emberwood spirits. Children of the emberwood and followers of their protector.
Emberwood Dragons are mighty and powerful, however, they will listen to what adventurers have to say. Allowing them to pass through the forest if their intention is pure. Do not be alarmed by these creatures. They do not wish to immediately harm others and is the reason why they protect the forest they reside in. They may not be able to partake in peace due to their fiery nature but, if they preserve other's peace with it then they will try their hardest.
Emberwood Spirits make their weapons out of the wood that they make their body of. So, an emberwood spirit may only have one of the weapons: a maul, shortbow, or a scimitar, not all three at once.
Medium (elemental), Neutral
- Armor Class 19
- Hit Points 117 (18d8+36)
- Speed 40ft., burrow 20ft.
STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 16 (+3)
- Saving Throws Str +8, Dex +8
- Skills Intimidation +7
- Damage Resistances Cold
- Damage Immunities Fire
- Condition Immunities paralyzed, petrified, poisoned, prone, exhausted
- Senses darkvision 60ft., passive Perception 14
- Languages Primordial
- Challenge 10 (5,900 XP)
Magic Weapons. The emberwood's weapon attacks are magical.
Illumination. The emberwood sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 20 cold damage. (This is unaffected by resistances). The elemental loses Fiery Feast if it has been in contact with water for the past 2 turns.
Fiery Feast. If the emberwood spirit is on an ashfield, it heals 15(2d12 + 2) hit points at the beginning of it's turn. If the emberwood spirit takes fire damage, it heals for half of the damage it would have taken.
Body Weapons. The emberwood cannot be disarmed of it's weapons unless it is knocked unconscious.
Multiattack. The emberwood spirit makes three maul, shortbow, or scimitar attacks
Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) bludgeoning
Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) fire damage.
Fiery Strikes (Recharge 6). The emberwood spirit uses Multiattack. Each attack that hits deals an extra 11 (2d10) fire damage.
Ancient Emberwood Dragon
Gargantuant (elemental), Neutral
- Armor Class 24 (Natural Armor)
- Hit Points 546 (28d20 + 252)
- Speed 40 ft., climb 40 ft., burrow 80 ft.
STR DEX CON INT WIS CHA 29 (+9) 21 (+5) 29 (+9) 12 (+1) 13 (+1) 24 (+7)
- Saving Throws Str +13, Wis +5, Cha +11,
- Damage Resistances Cold
- Damage Immunities Fire
- Condition Immunities paralyzed, petrified, poisoned, prone, exhausted, exhaustion, Frightened
- Senses passive Perception 17, Darkvision 60ft, Blindsense 10ft
- Languages Draconic, Primordial
- Challenge 24 (62,000 XP)
Multiattack. The Dragon can Use its frightful prescence, it then makes three attacks, one with a bite and two with the claws.
Bite Melee Weapon Attack: +17 to hit, reach 15ft Hits: 21(2d10 + 10) Piercing Plus 14(4d6) fire damage.
Claw Melee Weapon Attack: +17 to hit, reach 10ft Hits: 17(2d6+10) Slashing
Tail Melee Weapon Attack: +17 to hit, reach 20ft Hits: 19(2d8+10) Bludgeoning
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Siege Breath (Recharge 5-6). The Dragon breaths out a sparkling orange lozenge that explodes in a 60ft radius from up to 120ft away. All creatures caught within this area must make a DC 20 Dexterity saving throw or take 15d8 Fire damage and half as much damage on a successful. Upon exploding the Siege Breath creates up to 1d6 Ashfields. These ashfields are 5ft by 5ft patches of burnt land that no longer bears any plantlife and is covered in burnt life. the ashfields produced by this attack last for 10 minutes.
Ashes to Embers (1/Ashfield). From the Ashfields, the Emberwood Dragon may call upon the fires that remain and summon a fire elemental that takes the place of the ashfield. When this action is taken, the Ashfields may no longer be used to summon fire elementals, and any creature on them must make a DC 17 Dexterity saving throw or take 2d6 fire damage. The ashfields will last 5 minutes after being used to summon fire elementals, before letting plant life to grow again. These fire elementals will listen to the dragon until they are 80ft or more away from the dragon.
Fiery Hold. This Dragon may make a DC 17 Charisma check on a Fire elemental in order to gain control over it. When this dragon has control over a fire elemental, the fire elemental will still have their own individual turn in combat and will roll for initiative separate from the dragon. This dragon can attempt to control or loses control over a fire elemental when they are 80ft away from the dragon.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.