Actions/Abilities/Traits: (D&D 5e)
Action
Greatsword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Action
Multiattack
The cinder knight makes two melee attacks.
Action
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Special
Heat Aura
At the start of each of the cinder knight's turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Special
Illumination
The cinder knight sheds dim light in a 15-foot radius.
Special
Water Susceptibility
For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.