b'Cinder Knight \n'b'  Medium   elemental ,  neutral  \n'b'  Armor Class  18 (plate)  Hit Points  105 (14d8 + 42)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  17 (+3)  CON:  16 (+3)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Vulnerabilities  cold  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  fire, poison  Condition Immunities   paralyzed ,  poisoned , stunned, unconscious  Senses   darkvision  60 ft., passive  Perception  10  Languages  Common, Ignan  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Heat Aura . At the start of each of the cinder knight\xe2\x80\x99s turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a  melee attack  while within 5 feet of it takes 7 (2d6) fire damage. \n'b'  Illumination . The cinder knight sheds dim light in a 15-foot radius. \n'b'  Water Susceptibility . For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b'  Actions \n'b'   Multiattack . The cinder knight makes two  melee attacks . \n'b'  Greatsword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage plus 14 (4d6) 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 5 (1d10) fire damage at the start of each of its turns. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) 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 5 (1d10) fire damage at the start of each of its turns. \n'b'  About \n'b' This intimidating figure stands unmoving, an immense sword clutched in its hands. Wisps of smoke rise from its blackened armor. \n'b' Cinder knights are  elemental  creatures composed completely of fire and encased in suits of irremovable armor. Over time, the armor adheres to the cinder knight\xe2\x80\x99s form, and the armor chars and blackens as the flames of the cinder knight\xe2\x80\x99s body scorch and burns it. Cinder knights dwell on the Plane of Fire among other fire elementals and creatures. The creature\xe2\x80\x99s true origins are unknown, but some believe the cinder knight to be an advanced form of fire elemental or perhaps a fire elemental punished for some transgression. \n'b' A cinder knight stands over 6 feet tall and weighs 200 pounds (without its armor, its true form weighs less). The creature\xe2\x80\x99s true form is never seen, for when a cinder knight dies, its fires extinguish, and it vanishes in wisps of smoke, leaving only its armor behind. The armor is extremely hot to the touch and deals 1d6 fire damage to any creature touching it. One hour after a cinder knight dies, the armor, while still warm, can be handled without taking damage. \n'b' A cinder knight rarely attacks using natural attacks, preferring the use of weapons in combat. Greatswords are the most common weapon, followed by mauls, longswords, and flails. Regardless of the weapon used, a cinder knight deals fire damage with its fire attack (a product of the creature itself and not the weapon).'