Pyre's Get

Medium elemental (shapechanger), neutral evil

Armor Class 14 (natural armor)
Hit Points 18 (4d8)
Speed 30 ft.

13 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Skills Deception +4
Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Challenge 1 (200 XP)

Shapechanger. The Pyre's get can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. While in the form of this creature it gains proficiency in the creatures native language. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Ambusher. In the first round of a combat, the get has advantage on attack rolls against any creature it has surprised.


Burning touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Explosive death. On the round after the get dies, it explodes dealing 10 (3d6) fire damage to all creatures and objects in a 10-foot radius. A Dexterity save DC 12 halves this damage. The get leaves only scattered ash behind.

Before a Pyre's get has been revealed it will attack with whatever weapons it carries. Once it's true nature is discovered, or if it believes it's in danger, the get will use either its burning touch or an available weapon, whichever is most effective.

Pyre's get are warm to the touch, their skin notably feverish.

Some Pyre's Get are also trained assassins.

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