Athletics: +1
Acrobatics: +0
Sleight of Hand: +0
Stealth: +2
Arcana: +2
History: +2
Investigation: +10
Nature: +6
Religion: +2
Animal Handling: +2
Insight: +1
Medicine: +1
Perception: +1
Survival: +4
Deception: +0
Intimidation: +7
Performance: +0
Persuasion: +5
Common
Primordial
Sylvan
Walk: 30ft.
Sling: 2d4 Bludgeoning, 30/120 range, Ammunition.
Darkvision: 120ft.
Treasure Sense.: The Flame Grandmaster can sense, like guided by scent, the location of precious metals and stones, such as coins and gems, within 50 feet of it.
Blind Fighting: The Flame Grandmaster doesn’t need to see a creature to target it with an attack, provided the creature isn't hidden from the Aven.
Hold Breath: The Flame Grandmaster can hold its breath for 5 minutes.
Grappling Attack: When The Flame Grandmaster makes a simple attack, it can grapple the creature instead of dealing damage (escape DC 14).
Siege: The Flame Grandmaster deals double damage to objects and structures.
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 15.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Ghostly Apparitions: The Flame Grandmaster summons ghostly apparitions that attack creatures in the lair. Each creature must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Earthquake: The Flame Grandmaster causes an earthquake in its lair. All other creature on the ground must succeed on a DC 15 Dexterity saving throw or be knocked prone.
The Flame Grandmaster has an effect on its domains that may include any of the following magical effects:
Field of Strife: The land near The Flame Grandmaster's domain is marked by the echoes of a battle. Broken weapons and scattered armor litter the soil, while swords rust with no memory of their wielder.
Warden's Haven: Nature thrives in perfect harmony around The Flame Grandmaster's domain. Rare beasts roam unafraid, and ancient trees form a cathedral of untouched wilderness. Travelers, tread lightly. Be aware of the protective eyes upon you.
If The Flame Grandmaster dies, these effects dissipate during the next 5 days.
I'm haunted by memories of war. I can't get the images of violence out of my mind.
I can't bring myself to harm a Fey creature, because I consider myself one.
People. For all my many lies, I place a high value on friendship.
I do everything for those who were taken from me.