Medium elemental, neutral evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 66 (7d8 + 35)
- Speed
- fly 120 ft., 0 ft.
- Challenge
- 5 (1,800 XP)
- Damage Immunities
- fire; poison
- Condition Immunities
- exhaustion; paralyzed; petrified; poisoned; prone; unconscious
- Senses
- darkvision 240 ft., passive Perception 10
- Languages
- Ignan, Terran
Traits
When the comet drops to 0 hit points, it explodes in a 20-foot-radius sphere centered on itself. Each creature in the sphere must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The comet doesn't provoke opportunity attacks when it flies out of an enemy's reach.
The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
The comet deals double damage to objects and structures.
The comet doesn't require air, food, drink, or sleep.
Actions
The comet makes one Slam attack and one Spit Fire attack.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 7 (2d6) fire damage.
Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 13 (2d10 + 2) fire damage.