Small Elemental, Neutral
Armor Class 13
Hit Points 20 (3d8 + 1)
Speed 15 ft.
STR
6 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +5
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 30 ft, Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Ticking Bomb. Every time Bright Plasma takes damage from an attack or spell effect, it grows in size, up to Large.

Unstable Elemental. If the Bright Plasma ends its turn while Large, it automatically uses it's Bomb (Large) action, even if there's no targets for it to touch.

Actions

Bomb. Bright Plasma touches a creature and explodes, self-destructing as part of this action. This action has increased effects depending on [monster name]'s size when it happens.

Bomb (Small). The Bright Plasma touches a target and self-destructs. The target must make a DC 12 Constitution saving throw. It takes 2d8 [thunder] damage on a failed save, and is pushed 10 feet away straight from where Bright Plasma was. On a success, the target takes half damage and isn't pushed back.

Bomb (Medium). The Bright Plasma touches a target and self-destructs. All creatures in a 15-foot radius must make a DC 13 Constitution saving throw. Each creatures takes 3d8 [thunder] damage on a failed save, and is pushed 15 feet away straight from where Bright Plasma was. On a success, a creature takes half damage and isn't pushed back.

Bomb (Large). The Bright Plasma touches a target and self-destructs. All creatures in a 25-foot radius must make a DC 14 Constitution saving throw. Each creatures takes 4d8 [thunder] damage on a failed save, and is pushed 20 feet away straight from where Bright Plasma was. On a success, a creature takes half damage and isn't pushed back.

Description

The Bright Plasma is an unstable amalgam of residual elemental energy. It materializes whenever the balance of a place of power is upset.

Habitat: Desert

DLav

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