Giant StriderLarge monstrosity
Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains an amount of health equal to half the fire damage dealt.
Maneuvers. The giant strider uses maneuvers (maneuver save DC 14). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:
Spellcasting. The giant strider’s spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Cantrips (at will): produce flame
Bite. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 8 (1d8 + 4) piercing damage.
Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it can see within 10 meters of it. Each creature in a 2-meter radius sphere centered on that point must make a DC 12 Reflex saving throw. On a failed save, a creature takes 18 (5d6) fire damage and is burning 1. On a successful save, a creature takes half as much damage and isn’t burning. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.