Huge undead, chaotic evil
AC: 18 (Natural Armor)
Hit Points: 178 (17d10 + 85)
Speed: 40 ft.
STR 16 (+3) DEX 18 (+4) CON 21 (+5) INT 14 (+2) WIS 11 (+0) CHA 19 (+4)
Saving Throws: DEX +8, CON +9, WIS +4, CHA +8
Skills: Perception +8
Damage Immunities: Fire, Psychic;
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Challenge: 10 (5,900 XP)
Green Flame Consumption. A creature who comes in contact with a fireshadow must make a successful DC 15 Constitution saving throw, failure resulting in its flesh slowly turning into green fire over multiple rounds. At the start of each of the victim creature’s subsequent turns, its flesh changes to green flame at the rate of 1d8 hit points up to the creature’s hit point maximum. Once the green flame consumes all of the creatures hit point maximum, it is completely converted into a minor fireshadow.
The spread of the flame can be paused indefinitely by the greater restoration spell. Reversing the consumption can be achieved only by applying holy water, which recovers 7 (2d6) hit points of consumed flesh per round.
Minor Fireshadow. If a creature is completely converted by the green flame consumption trait, the fireshadow can control the creature as a smaller fireshadow with the same Hit Points as the creature had before being converted; the creature no longer has a will of its own and must obey all telepathic orders of the fireshadow. The fireshadow can also absorb a converted creature. Absorbed victims restore 1d20 points of damage to the fireshadow.
Multiattack. The Fireshadow makes three melee attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 3 (1d6) fire damage. See Green Flame Consumption.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. See Green Flame Consumption.
Ray of Oblivion (Recharge 5–6). Ranged Weapon Attack: +8 to hit, reach 90 ft., one target. Hit: A creature that has been hit by the ray of oblivion make a DC 15 Constitution saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
The fireshadow is a creature from the Abyss that can be summoned to the Prime Material plane by an 8th-level or higher evil cleric, but only if the cleric’s deity approves and aids the summoning.
The fireshadow is made of cold, green flame. It can assume whatever shape the summoner specifies, but it must appear at its full height of 30 feet. It might appear as a wraith-like dragon, a towering human, or an immense skeleton. Regardless of its form, the fireshadow is always surrounded by an aura of pale, green fire. Though it cannot speak, the fireshadow communicates telepathically with its summoner.
Fireshadows relish death and destruction and are willing partners in campaigns of evil. They are particularly useful as assassins and guardians.