Armor Class
16
Scorchbringer Guard
Medium Humanoid · Chaotic Neutral
Hit Points
11 (2d8 + 2)
Speed
Walk 30 ft.
CR
1/2
Traits
Explosive Tank
When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 () Fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer.
Actions
Light Hammer
Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 () Bludgeoning damage.
Scorchbringer Recharge 4
The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 () Fire damage on a failed save, or half as much damage on a successful one.