Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Douse The Bastard. If the elemental would take cold damage or be exposed to a source of water that would drop it to zero hit points, it extinguishes it's flame and leaves it's stony shell unharmed. When this occurs the hopper instead becomes unconscious until a new source of molten rock is presented to it's core.
Thrill of The Chase. The elemental takes great joy in games such as tag, and as such will assume any creature attempting to catch it is participating in such a game. It should be noted, however, that hoppers are sore losers and are inclined to bite their captors.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The elemental makes two Biteattacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) piercing 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.
Blast-Off. The Blisterbomb Hopper angles the top of it's head towards the ground and produces a large amount of fiery pressure until it explodes, launching the Hopper up to 60 feet in a direction of it's choosing. Any creature caught within 10ft of the hopper must succeed on a DC14 dexterity saving throw or take 11 (4d6) fire damage or half as much on a successful one.
Description
A joyful and destructive fusion of fire and earth elements, Blisterbomb hoppers live to seek fun in playful destruction of objects and structures. Although this brings them great joy, their antics can often get out of hand quite quickly, causing explosive and fiery mayhem wherever they move.
Blisterbomb hoppers always travel raucous groups that constantly try to out-do each other in feats of explosive mischief.
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