Death Burst. When the comburo dies, it explodes in a fiery burst. Each creature within 15 feet of the comburo must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) fire damage.
Ductile Form. The comburo can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Explosive Reactivity. A creature that hits the comburo with an attack while within 15 feet of it must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Illumination. The comburo sheds bright light in a 15-foot radius and dim light in an additional 15 feet.
Multiattack. The comburo makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 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 start of each of its turns.
Volatile Burst (Recharge 6). The comburo launches a hailstorm of explosive projectiles that land at three different points the comburo can see within 120 feet of itself. Each creature in a 15-foot-radius sphere centered on each point must make a DC 14 Dexterity saving throw. A creature takes 21 (6d6) fire damage and is knocked prone on a failure. On a success, a creature takes half as much damage and is not knocked prone. The spheres spread around corners. A creature in the area of more than one explosion point is affected only once. This ability damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Description
Comburos are extremely volatile elementals composed of metals like lithium and potassium. Cracks in their dull, metallic grey exteriors reveal a searing explosive fire at their cores. This fire takes on a characteristic hue depending on the primary composition of the comburo, with flames ranging from deep purple to brilliant blue.
Comments