Pyre
Medium • Elemental • Neutral
Armor Class 13
Hit Points 97 (13d8 + 39)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 8 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 7 (-2) |
Saving Throws Con +7
Damage Vulnerabilties cold
Damage Resistances necrotic
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
CR 6 (XP 2,300; PB +3)

Burning. A creature that touches the pyre or hits it with a melee attack starts burning.
Burning Fortitude. If damage reduces the pyre to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is cold or from a critical hit. On a successful save, the pyre drops to 1 hit point instead.
Unusual Nature. The pyre doesn't require air, food, drink, or sleep.
Water Susceptibility. The pyre takes 3 (1d6) cold damage for every 5 feet the pyre moves in water or for every gallon of water splashed on it.
ACTIONS
Burning Embrace. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage plus 18 (4d8) fire damage. If the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the pyre can't use its Burning Embrace on another target.
Ablaze. Constitution Saving Throw: DC 15, one creature grappled by the pyre. Failure: 39 (6d12) fire damage. Success: Half damage. Failure or Success: The pyre regains hit points equal to half the fire damage dealt.
Pyre
Medium • Elemental • Neutral
Armor Class 12
Hit Points 71 (11d8 + 22)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 8 (-1) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) |
Saving Throws Con +5
Damage Vulnerabilties cold
Damage Resistances necrotic
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
CR 3 (XP 700; PB +2)

Burning. A creature that touches the pyre or hits it with a melee attack starts burning.
Burning Fortitude. If damage reduces the pyre to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is cold or from a critical hit. On a successful save, the pyre drops to 1 hit point instead.
Unusual Nature. The pyre doesn't require air, food, drink, or sleep.
Water Susceptibility. The pyre takes 3 (1d6) cold damage for every 5 feet the pyre moves in water or for every gallon of water splashed on it.
ACTIONS
Burning Embrace. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) fire damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the pyre can't use its Burning Embrace on another target.
Ablaze. Constitution Saving Throw: DC 13, one creature grappled by the pyre. Failure: 26 (4d12) fire damage. Success: Half damage. Failure or Success: The pyre regains hit points equal to half the fire damage dealt.
Pyre
Medium • Elemental • Neutral
Armor Class 14
Hit Points 133 (14d8 + 70)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 20 (+5) | 6 (-2) | 10 (+0) | 7 (-2) |
Saving Throws Con +9
Damage Vulnerabilties cold
Damage Resistances necrotic
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
CR 9 (XP 5,000; PB +4)

Burning. A creature that touches the pyre or hits it with a melee attack starts burning.
Burning Fortitude. If damage reduces the pyre to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is cold or from a critical hit. On a successful save, the pyre drops to 1 hit point instead.
Unusual Nature. The pyre doesn't require air, food, drink, or sleep.
Water Susceptibility. The pyre takes 3 (1d6) cold damage for every 5 feet the pyre moves in water or for every gallon of water splashed on it.
ACTIONS
Multiattack. The pyre makes one Burning Embrace attack and uses its Ablaze once.
Burning Embrace. Melee Weapon Attack: +8, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) fire damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the pyre can't use its Burning Embrace on another target.
Ablaze. Constitution Saving Throw: DC 17, one creature grappled by the pyre. Failure: 26 (4d12) fire damage. Success: Half damage. Failure or Success: The pyre regains hit points equal to half the fire damage dealt.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
