Heedle (5e Creature)

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Large elemental, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft., burrow 10 ft.

13 (+1) 8 (-1) 16 (+3) 3 (-4) 12 (+1) 7 (-2)

Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses passive Perception 11
Languages understands the languages of its creator but can't speak
Challenge 3 (700 XP)

Heated Body. A creature that touches the heedle or hits it with a melee attack while within 5 feet of the heedle takes 7 (2d6) fire damage.

Illumination. The heedle sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Scorching Step. When the heedle moves on its turn, it leaves a 10-foot wide path of magical heat on the terrain over which it moves. The affected ground remains heated until the start of the heedle's next turn. Any creature which starts its turn on this ground or enters it on its turn takes 7 (2d6) fire damage.


Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 7 (2d6) fire damage.

A pair of heedles.

A heedle is squat quadruped with a short tail, and glowing pupil-less white eyes that glow from within a solid stone mask that serves as its face. One can grow up to 10 feet in length. Any heedle almost constantly glows with smoldering ember, and its body appears as though it was composed of molten rock. Much like actual rock, it is virtually impenetrable to conventional forms of attack.

Heedles are often found in small groups of two or three, where they ravenously spread heat and flame across everything in their path. A heedle's existence seems only to serve to burn that which can burn, and it is only hostile towards those who would hinder this endless quest to ignite and scorch all that exists.

Elemental Nature. A heedle doesn't require food, drink, or sleep.

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