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Huge elemental, chaotic evil

Armor Class 16 (natural armor)


Hit Points 161 (14d12 + 70)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 20 (+5) 5 (-3) 8 (-1) 3 (-4)

Damage Vulnerabilities cold


Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages –
Challenge 9 (5,000 XP)

Fiery Existence. When the magmechour hasn’t been exposed to


fire or volcanic heat for 1 hour, it must succeed in a DC 17
Constitution saving throw or become petrified. If the petrified
 magmechour is exposed to fire or volcanic heat for 1 hour, it is no
longer petrified. While petrified, it doesn’t have the Heated body
trait.
Heated Body. A creature that touches the magmechour or hits it
with a melee attack while within 5 feet of it takes 10 (3d6) fire
damage.
Magmatic Step. When the magmechour moves, it leaves behind a
trail of magma in the space it occupied. For 10 minutes, the area is
difficult terrain and deals 10 (3d6) fire damage to any creature that
enters the area or ends its turn in the area. A creature can take this
damage only once per turn.

Actions
Multiattack. The magmechour makes two attacks: one with its bite
and one with its tail stinger.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 10 (3d6) fire damage.
Tail Stinger. Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) fire
damage.

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