| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 17 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 7 | −2 | −2 |
Swell. After its hit points are dropped below half, the Bomb will start to swell up and increase its creature size one size larger. Any creatures occupying that space must succeed on a Dexterity Saving Throw: DC 13 or takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. The bomb swells up again after its hit points are dropped below one-quarter, and again after dropping below one-tenth.
Illumination. Bomb sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet.
Water Susceptibility. Bomb is vulnerable to "Water Damage"
Multiattack. Bomb makes two Burn attacks, one Fire Breath, or Self Destruct.
Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
Fire Breath (Recharge 7–8). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 21 (6d6) Fire damage. Success: Half damage.
Self Destruct. Used only after swelling up three times, the Bomb attempts to swell up again but is now unstable, and will explode at the start of its next turn. Any creature within 60 ft. and including the Bomb itself, receives 100 (15d12) Fire damage.
Description
Bombs are formed from the malice deep within the hearts of man and have manifested into a burning corporeal form. Bombs typically float about dormantly within cave systems, however, they are drawn to powerful Aether. Consuming copious amounts stabilizes their larger forms when swelling up preventing their dramatic exits from the world.
Bombs are a custom monster created for my personal campaign, "The World of Guardia". Bomb core ash is a crafting item needed to make more powerful Magic Items in the game.
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