Small Elemental, Chaotic Neutral
Armor Class 12
Hit Points 25 (2d10 + 5)
Speed 50 ft.
STR
5 (-3)
DEX
16 (+3)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
12 (+1)
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Senses Blindsight 60 ft, Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Lightning Form. The ball lightning mephit can move through a space as narrow as 1 inch wide without squeezing.

Flyby. The ball lightning mephit does not provoke opportunity attacks when it flies out of an enemy's reach.

Illumination. The ball lightning mephit sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

 

Actions

Zap. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) lightning damage. 

Grounding Out. When the ball lightning dies, it explodes.Each creature within 20 feet must make a DC 12 Constitution save, taking 6 (1d8+2) damage on a failed save, or half that on a successful save.

Reactions

Grounded Melee Attack. If the ball lightning mephit is hit with a metal weapon, the wielder takes 4 (1d6+1) lightning damage.

Arc Back. If the ball lightning mephit is hit by a ray or cone effect, the caster takes 3 (1d4+1) lightning damage as the lightning flashes back along the line of the attack

Description

The ball lightning mephit is a beachball-sized bundle of electricity that likes to float around after thunderstorms and cause trouble for anyone about.

Monster Tags: Elemental

DevinFirebrand

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