Medium Elemental, Lawful Neutral
Armor Class 13 natural armor
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
Damage Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Death Burst. When court weird dies, it explodes in a burst of shrapnel and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.

Amorphous Limbs. As a bonus action, a court weird can change its weapon between arm, sword or whip mode.

Actions

Mutliattack. The court weird makes two short sword or whip attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.

Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage. 

Description

The Alchemist's upgrade to the Izzet's galvanice weird, the court weird has a metal casing around the electrical core instead of the traditional ice. It allows for the weird to super-heat its body into a liquid mix that cools into a new form. Unfortunately, the court weird still suffers from the galvanice's tendency to leave a "large mark" upon death.

TheWanderingGuildMaster

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