Bounce. The chuchu’s jump distance is up to 15 feet and its jump height is up to 10 feet, with or without a running start. It can jump as a bonus action.
Elemental Absorption. The first time the chuchu would take fire, cold or lightning damage, it instead takes no damage and absorbs that element. Its color changes from blue to red, white or yellow, and its attacks are infused with power. While a chuchu has an absorbed element, it is resistant to that damage type, and it’s attacks deal an additional 1d4 damage of the absorbed type. A chuchu can only have one absorbed element at a time, and can’t absorb another one once it’s absorbed an element.
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.
Elemental Burst (Recharge 4-6, Requires Absorbed Element). Each creature within 15 feet of the chuchu must succeed on a DC 10 Constitution saving throw or take 1d6 damage of the same type as the element absorbed. The chuchu automatically recharges and activates this feature when it is reduced to 0 hit points.
Description
Chuchus are a common nuisance across Hyrule, bouncing around the plains looking for their next meal. Globs of jelly held together by a thin membrane, they are simple creatures with few internal organs other than a large digestive tract and two bulbous eyes. They eat by absorbing subdued prey through their membrane into their acidic interior. However, chuchus have one unique feature- they can adapt quickly to various elements. After being damaged by frost, heat or electricity, their bodies alter to become a conduit for that energy and better survive in their chosen environment. They can be found anywhere from Great Hyrule Field to the snowy forests of Hebra, or even such hostile regions as Gerudo or Eldin.
Familiars. Chuchus can be summoned by find familiar. While a spellcaster has a chuchu for a familiar, they deal one extra die of damage with spells that share a damage type with the chuchu’s absorbed element.
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