Cinderspawn

Large Undead (Fire) — CR 6

()Updated 3.5

Cinderspawn is a D&D 3.5 monster from —. CR 6, HD 10d12 (65 hp).

Hit Dice
10d12 (65 hp)
Initiative
+5
Speed
land 50 ft, 50 ft.
Base Attack / Grapple
+5/+10
Attack
Touch +9 melee
Full Attack
Touch +9 melee
STR
12
DEX
21
INT
11
WIS
11
CHA
17
Fort / Ref / Will
+3 / +8 / +7
Challenge Rating
6
Alignment
Always chaotic evil
Organization
Solitary, pair, or gang (3-5)
Treasure
None
Level Adjustment
+4

Special Abilities

Charisma DrainElemental Turning VulnerabilityFrostfire Shield

Feats

A cinderspawn chooses targets carefully, using its Mobility and Spring Attack feats to reach vulnerable opponents that might otherwise be protected by comrades. Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings. Like a fire elemental, a cinderspawn cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier for a cinderspawn unless the creature can step or jump over it. A cinderspawn stands 12 feet tall and weighs 200 pounds. Fire Subtype A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Description

A cinderspawn chooses targets carefully, using its Mobility and Spring Attack feats to reach vulnerable opponents that might otherwise be protected by comrades. Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings. Like a fire elemental, a cinderspawn cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier for a cinderspawn unless the creature can step or jump over it. A cinderspawn stands 12 feet tall and weighs 200 pounds. Fire Subtype A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.