b'Fire Vampire \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  13  Hit Points  52 (7d8 + 21)  Speed  0 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX:  16 (+3)  CON:  16 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  radiant  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  fire, poison  Condition Resistances   charmed ,  exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  11  Languages  Ignan  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Ghost Flames . At the start of each of the fire vampire\xe2\x80\x99s turns, each creature within 5 feet of it takes 3 (1d6) fire damage, and flammable objects in the area that aren\xe2\x80\x99t being worn or carried ignite. If the fire vampire takes any amount of cold damage, this ability is suppressed for 1 round. \n'b'  Incorporeal Movement . The fire vampire can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b'  Flame Lash .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it must succeed on a DC 12  Dexterity  throw or ignite. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns. \n'b'  Flame Blast .  Ranged Weapon Attack : +5 to hit, range 60/240 ft., one target.  Hit : 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it must succeed on a DC 12  Dexterity  throw or ignite. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns. \n'b'  Inferno (Recharge 5\xe2\x80\x936) . The fire vampire\xe2\x80\x99s ghost flames blaze outward in a 10-foot-radius radius centered on the fire vampire. Creatures in this area must succeed on a DC 12  Dexterity  saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. After using this action, the fire vampire\xe2\x80\x99s ghost flames ability is suppressed until it recharges this action. \n'b'\n'b' ABOUT \n'b' Fire vampires, also called flamewraiths, are the fading remnants of fire elemental creatures whose life force has been drained, either by contact with the undead or at the planar vergence between the Elemental Plane of Fire and the Negative Energy Plane. Composed of nearly transparent ghostly flames shot through with strange colors, they give off a withering heat. They are birthed into the cosmos amid the fading flames of dying stars, cast out into the void by collapsing neutron stars or in the explosive aftershocks of nova and supernova explosions. Some fire vampires linger roaring halos around the stellar surface in the wake of their creation, but others soar through the heavens seeking only to slay and burn out their hate and fury of the living before they themselves dissipate into cosmic nothingness.'