Crimson Jazz (5e Creature)

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Crimson Jazz[edit]

Small fiend (heartless), chaotic evil


Armor Class 12
Hit Points 44 (8d6 + 16)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 6 (-2) 13 (+1) 19 (+4)

Proficiency Bonus +2
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal
Challenge 4 (1,100 XP)


Fire Affinity. When the crimson jazz casts a spell that deals fire damage, it deals an additional 7 (2d6) fire damage.

ACTIONS

Spellcasting. The crimson jazz is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The crimson jazz has the following spells prepared:

Cantrips (at will): fire bolt, mage hand, produce flame
1st level (4 slots): burning hands, chromatic orb, hellish rebuke
2nd level (3 slots): Aganazzar's scorcher, flaming sphere, scorching ray
3rd level (2 slots: fireball, Melf's minute meteors

Mines (Recharge 6). The crimson jazz chooses 3 (1d6) unoccupied spaces within 30 feet of itself that it can see and magically creates a floating mine in each of the spaces it chose. If a creature moves within 5 feet of a mine or starts its turn within 5 feet of a mine, the mine explodes and each creature within 5 feet of the mine must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half as much damage on a successful one.


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