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Incinis

Size
Large
Type
Elemental
Challenge Rating
10
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
17
Speeds
40
Walking Speed
40
Strength Score
12
Dexterity Score
20
Constitution Score
18
Intelligence Score
10
Wisdom Score
16
Charisma Score
10
Vision
Darkvision (60ft)
Languages Ref
Common, Ignan
Hit Points
171
Condition Immunities
Exhaustion 1, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Resistances
Resistant to Non-Magical Damage, Immune to Fire Damage, Immune to Poison Damage
Languages
Aethyrian Common, Ignan

Large elemental, neutral evil


Armor Class 17 (natural armor)

Hit Points 171 (18d10+72)

Speed 40 ft.


STR
12 (+1)
DEX
20 (+5)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 13

Languages Common, Ignan

Challenge 10 (5,900 XP)

Magma Form. The elemental 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 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding.

Actions

Multiattack. The incinis makes two magma fist attacks.

Magma Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage.

Wave of Magma (Recharge 5-6). The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.