Self Destruct. Once the Bahmb is hit by any physical attack it will start a (1d4+2) round count down, at count 0 the bomb explodes covering a 20 ft sphere in explosive fire. Everyone in range must make a dexterity saving throw (DC 16), on a failure take 5 d6 +12 fire damage, on a successful save take half damage. If a creature or a flammable object is in the area of effect, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. The Bahmb Is disintegrated in the explosion.
Ignited Illumination. As a bonus action, the Bahmb can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Burn. Ranged Magic Attack: 5# to hit, range 30 ft., 1 target. Hit: 1(1d6 + 4)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 3 (1d6) fire damage at the end of each of its turns
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) 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 3 (1d6) fire damage at the end of each of its turns.
Description
Bahmbs are unstable elementals, the exist only to burn, the are sustained by a precise reaction of air and heat, any disruption of the balanced stoichiometric reaction will cause a cascading failure, that after a short period of time will detonate the core of the elemental causing it and many surrounding creatures deaths.
They are immune to fire damage, but are weak to cold.
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Posted Sep 16, 2021I love this, OTTT approved.