Match Elemental
A match elemental has a matchstick for a body and the burning tip for a head, and it lasts only as long as the wood does. It is the small part of a fire elemental that gets through when a fire is lit carelessly on thin planar ground, and match elementals appear in numbers around such fires. Each one sets light to what it reaches and burns down as it does.
- Physiology
- Elemental
- Size
- Tiny
- Speed
- 30 ft.
- Armor class
- 13 (too small to hit squarely)
- Hit points
- 15 (6d4)
- Proficiency
- +2
- STR 4 -3 save -3
- DEX 16 +3 save +3
- CON 10 +0 save +0
- INT 5 -3 save -3
- WIS 10 +0 save +0
- CHA 8 -1 save -1
- Skills
- Stealth +5
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- Primordial; understands Common
- Damage immunities
- fire, poison
- Found in
- Settlement , Plane of Ignis , Rift Breach , Station Interior
Traits
-
Burning Down
It sheds bright light in a 10-foot radius. It takes 1 damage at the start of each of its turns, and this damage cannot be prevented.
-
Water Vulnerability
It takes 5 cold damage when it enters water or is splashed with it, and it is destroyed if it is submerged.
-
Catches
A flammable object it touches that is not being worn or carried catches fire.
Actions
-
Touch
+5 to hit · reach 5 ft.
1d4 + 3 fire damage
A burning head pressed to the target.
-
Flare Up
DC 13 Dexterity save
The elemental burns up all it has left. Every creature within 5 feet makes a Dexterity saving throw, taking 2d6 fire damage on a failure and half as much on a success. The match elemental is destroyed.