Fire Archon

Living furnaces with frightening martial power, fire archons embrace the heat of battle in the most literal of senses. Hungry for combat, these elementals dramatically increase in temperature as they fight, culminating in a colossal explosion that brings about a glorious end. However, should this death occur anywhere but the elemental plane of fire, a fire archon will always return hungry for more. These elementals are blessed with the primordial fire of the elemental planes, which can burn hotter than the sun and overcome any defense. These beings rarely speak, their voices erupting in a pitched roar at deafening volumes.


FIRE ARCHON

Huge elemental, chaotic good (50%) or chaotic evil (50%)

Armor Class 19 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 22 (+6) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Str +10, Dex +14, Con +12, Wis +11
Skills Insight +11, Perception +11
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 120 ft., Sense Heat (see traits) 300 ft., passive Perception 21
Languages Ignan, Primordial
Challenge 19 (22,000 XP)


TRAITS

Sense Heat. The archon perceives all sources of heat within 300 feet of it. The archon knows the exact location of creatures with a body temperature above freezing as though it had blindsight.
Stoke the Core. At the start of each of the archon’s turns, if there is an enemy creature within 60 feet of it, the radius of its Superheated Being trait increases by 5 feet. Additionally, when a creature takes damage from that trait, it takes an additional 11 (2d10) fire damage. This effect is cumulative and resets when the archon finishes a short or long rest. When the radius of the archon’s Superheated Being trait is increased to 50 feet or more as a result of this trait, the archon explodes in a 120-foot-radius sphere, killing it instantly. Everything in the area must attempt a DC 22 Dexterity saving throw, taking 66 (12d10) fire damage on a failure, or half as much on a success.
Superheated Being. At the start of each of the archon’s turns, each creature within 5 feet of it takes 22 (4d10) fire damage. A creature that touches the archon or hits it with a melee attack while within 5 feet of it takes 22 (4d10) fire damage.


ACTIONS

Incinerate (Recharge 5–6). The archon fires a beam of white-hot plasma in a 300-foot line that is 15 feet wide. Everything in the line must succeed on a DC 22 Dexterity saving throw or lose any resistance or immunity to fire damage for 1 minute and take 55 (10d10) fire damage. A success prevents the loss of resistance or immunity to fire damage and halves the damage.
Pitchfork. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 22 (4d10) fire damage, and the target is encased in igneous rock and restrained. While restrained the creature cannot magically teleport or regain hit points. As an action, the target can attempt a DC 22 Strength (Athletics) check, freeing itself on a success.


Ref: TPKB1 p97