Hover. The bolfe hovers for as long as it stays alive.
Innate Spellcasting. The bolfe's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:
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At will: light, resistance
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2/day each: bless, cure wounds, protection from evil and good, dispel magic
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1/day each: etherealness, forbiddance, plane shift, antimagic field
Invisible Form. The bolfe is invisible.
Magic Weapons. The bolfe's weapon attacks are magical.
Whoosh. Whenever the bolfe moves, it makes an ethereal whooshing sound. Any creature within 5 feet of the bolfe as this sound is made must make a DC 14 Wisdom saving throw. On a failure, the creature is frightened of any sound source for 1 minute. On a success, the creature is not frightened.
Multiattack. The bolfe makes two weapon attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage.
Shape Force (5/day). The bolfe shapes magical energy into one of the following forms:
- Force Orb. The magical energy takes the form of an invisible, 5-foot diameter sphere. The bolfe may take one bonus action each turn to move the sphere up to 30 feet in any direction. Any creature or object that comes into contact with the sphere or ends its turn within 5 feet of the sphere must make a DC 14 Dexterity saving throw. On a failure, the creature takes 19 (5d6 + 2) force damage and is blinded for 1 minute. On a success, the creature takes half as much damage and isn't blinded. Objects take triple damage from touching the sphere. Ramming the sphere into a creature or object does not stop the sphere from continuing to move to its destination.
The sphere dissipates after 1 minute. Controlling the sphere has the same effect on the bolfe as concentrating on a spell.
- Force Field. The magical energy takes the form of an invisible wall that protects the bolfe or one creature of its choice. The wall is a cube that takes up the entire space of the creature, and while inside the cube, the creature has total cover. The cube moves with the creature it is protecting.
The wall has AC 15 and has 15 hit points for the size of the creature it is protecting (the wall has 15 hit points when protecting a tiny creature, 30 when protecting a small creature, 45 for a medium creature, and so on and so forth). The wall dissipates after 1 minute. Maintaining the wall has the same effect on the bolfe as concentrating on a spell.
- Project Self. The magical energy is absorbed by the bolfe. The bolfe's size increases by one level for each time it has used this action in one day. For each level of size it increases, it doubles its current hit points. If its hit point reaches its hit point maximum, the bolfe gains temporary hit points equal to the hit points left that it can gain. The size increase lasts for 1 minute.
Description
Bolfes are creatures made of pure energy, summoned by mages, druids, and clerics to safeguard valuables and sacred places.
They resemble Will-O'-Wisps when seen, but they do not emit light or consume life force. They obey their summoners to the end of their service, or until their summoner dies. More than often, bolfes will linger around the areas and items they guarded, without a sense of purpose.
Bolfes only take action when creatures attempt to steal or disrupt something they were guarding. They often prefer to negotiate than to fight. If they are forced to fight, however, they will fight until they die. Once dead, bolfes return to the positive energy plane, and are reincarnated as a new bolfe or other elemental and wait to be summoned.
When a bolfe fights one trying to take possession of an item it is guarding, if the creature has a spirit similar to its summoner, it might deem the creature as worthy, and provide the weapon freely. The bolfe will then follow that person around, considering it as its master.
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