Sanguine Flame

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Source: Harker's Guide to Vampire Hunting

Various demons, devils, and other fiendish entities have often plagued Ancerra from the plane of Inferno and its four sub-planes: Cholereth, Melaneth, Phlegmereth, and Sanguineth. Since Dracula’s rise, the plane of Hell has also birthed innumerable fiends. Shadowcroft’s arrival in Ancerra’s planar orbit has introduced even more fiendish creatures to Ancerra.

Sanguine Flame

Sanguine Flames are imposing lesser devils. Their skin is patterned in crimson and slate gray with the consistency of smoke. Their burning golden eyes hold unspeakable malice, and their curved horns and cloven hooves evoke the classic superstitious fear that goats are devils in disguise.

Sanguine Flame
Monster Level: 8
Medium. Fiend (Occult)
STR DEX END AWR INT CHA
4 3 2 0 0 4
Ref: 13 Fort: 12 Ant: 10 Log: 10 Will: 14
Armor Rating 14 Immune Fire, Necrotic
Hit Points 50 Vulnerable Divine 1
Speed 40 ft Senses Darkvision 60 ft
Skills (AWR) Intuiting +2; (CHA) Intimidating +6 Traits Ethereal
Features
Consume Heat. When the Sanguine Flame starts its turn within 5 ft of a source of open flame at least as large as a campfire, it regains 4 HP.

Summon Horde (1/Rest). The Sanguine Flame can instantaneously summon 2 Spineclots or 4 Imps, which follow the Sanguine Flame’s spoken commands indefinitely until they are killed. When the Sanguine Flame is killed or banished, all the creatures that it summoned suffer the same fate.

Flaming Body. When a creature hits the Sanguine Flame with a melee attack, that creature takes 4 (1d8) fire damage.

Hellish Rituals. Using CHA, the Sanguine Flame can cast the following occult rituals innately.

Actions
On each of the Sanguine Flame’s turns, it may take one of the following sets of actions.
  • Move and take two Tier 1 actions.
  • Take one Tier 2 action.
Tier 1 Actions
Move. The Sanguine Flame can move up to its speed.

Flamesword. Reach 5 ft Natural Weapon. +4 vs AR. Hit: 9 (2d8) fire.

Tier 2 Actions
Explosion (Recharge 5). 10 ft Radius Natural Weapon. +4 vs FORT of each creature in the radius. Hit: 13 (3d8) fire. Miss: ½ damage.

Immolate (1/Recoup). Reach 5 ft Natural Weapon. +4 vs REF. Hit: The creature suffers Burning 1d8. Miss: The Sanguine Flame does not expend its use of this power.

Reactions
Exploit (1/Round). The Sanguine Flame may Exploit.