Medium Humanoid, Neutral
Armor Class 12 natural armour
Hit Points 17 (2d12 + 5)
Speed
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws INT +5, CHA +5
Damage Resistances Lightning
Senses Passive Perception 17
Languages Srabornian
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

glow mark

The charge can choose one of anything it sees to mark per turn, this makes it glow yellow and makes it so that any attacks against it have an extra +4 to hit

Bolt

Any amount of creatures that are in sight of the charge and are glowing due to glow mark instantly take 1d6 + cha damage

staticise

a creature with any level of exhaustion instantly gains the next level of exhaustion.

Actions

glow mark

The charge can choose one of anything it sees to mark per turn, this makes it glow yellow and makes it so that any attacks against it have an extra +4 to hit

Bolt

Any amount of creatures that are in sight of the charge and are glowing due to glow mark instantly take 1d6 + cha damage

staticise

a creature with any level of exhaustion instantly gains the next level of exhaustion.

Bonus Actions

 

 

Description

The charge are tall, white humanoids with few discernible features except from black, beady eyes, a large black lighting bolt on their chest and the crackling electricity that surrounds them, charges are capable of incredible things but tend to hold back as they barely care about the mortal realm, charges originate from Kax but they soon went to war with each other leaving Kax as a dangerous battleground and many charges fleeing to other systems. Charges are innately able to transmit electricity as they have stacks of modified muscle cells called electrocytes that have both a positive and a negative side, when the cells are triggered electricity is formed and they can shoot it out.

 

 

Lair and Lair Actions

 

 

Habitat: Urban

Beholder88

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