Living Flaming Sphere - Monsters

Living Flaming Sphere
Medium aberrant beast (blind, ooze)
Level 10 Elite Skirmisher XP 1000

Initiative +11        Senses Perception +7; blindsight
Blazing Husk aura 1; any enemy that starts its turn within the aura takes 10 fire damage.
HP 220; Bloodied 110
AC 24; Fortitude 24, Reflex 22, Will 20
Resist 10 fire; Vulnerable cold (a living flaming sphere that takes cold damage deals half damage with blazing husk until the end of its next turn)
Speed fly 6 (hover; altitude limit 1)
Action Points 1

(⚔) Slam (standard, at-will) ✦ Fire

+13 vs Reflex; 3d6+8 fire damage.

Immolating Crash (standard; usable only when charging, recharge ⚄⚅) ✦ Fire

+13 vs Reflex; 1d6+4 fire damage, and ongoing 10 fire damage (save ends). The sphere pushes the target 2 squares and knocks it prone. Effect: The living flaming sphere can shift 2 squares.

Rolling Strike (move, at-will) ✦ Fire

The living flaming sphere moves 6 squares and makes one attack at any point during the movement; +13 vs Reflex; 3d6+8 fire damage, and the target falls prone. A living flaming sphere doesn't provoke opportunity attacks from the target when moving away from it.

Spinning Escape (immediate reaction, when an enemy hits this creature with an attack; at-will)

The living flaming sphere shifts 1 square.

Alignment Unaligned        Languages -
Str 18 (+9)      Dex 19 (+9)      Wis 15 (+7)
Con 22 (+11)      Int 4 (+2)      Cha 9 (+4)

Description: The living flaming sphere is similar in appearance to the famous conjuration, except that no wizard lays claim to its creation and no arcane energy directs it. This creature is wild and chaotic; it never stays in one spot for long and it revels in fiery destruction.

This creature's immolating nature makes it a dangerous threat when encountered in the wild. The blazing skin causes nearby plants to wither and blacken before ultimately bursting into flame. An experienced tracker can follow the trail of ash this creature leaves easily, but the destination of the trail is dangerous in either case. One path leads to the beast itself, and the other path leads to its origin: the glass plateau deep in the Mournlands.


Published in Dungeon Magazine 175, page(s) 64.