Medium Elemental, Chaotic Neutral
Armor Class 14
Hit Points 18 (4d4 + 4)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Skills Acrobatics +3, Athletics +4
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Tremorsense 90 ft, Passive Perception 9
Languages Primordial understands Primordial but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Sticky Restraint. Any creature grappled by the Bouncer automatically fails Dexterity saving throws.

Elemental Explosion (Triggered by Death). When the Bouncer is reduced to 0 hit points, if Explosive Goo is off cooldown, the Bouncer detonates, causing all creatures within a 5-foot radius to make a DC 13 Dexterity saving throw. Creatures that fail take 3d6 fire damage (based on the Bouncer's elemental color) and half as much on a successful save.

Elemental Instability. When the Bouncer takes elemental damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder), it instinctively reacts with volatile energy. It immediately gains vulnerability to the triggering damage type until the end of its next turn. However, if the damage type matches the Bouncer’s color-based explosion type (see Explosive Goo), it instead gains resistance to that damage type for the same duration.

Pack Tactics. The Bouncer has advantage on an attack roll against a creature if at least one of the Bouncer’s allies is within 15 feet of the creature and isn't incapacitated.

Curse of the Bouncer. When a humanoid is killed by a Bouncer’s Explosive Goo, they rise 1d6 rounds later as a new Bouncer with a random color unless a Remove Curse or Greater Restoration spell is cast on their corpse before then. The new Bouncer is immediately hostile to all creatures not part of the hivemind.

Immortal Spawn. When a Bouncer dies, it reforms 1d10 days later in a random location on the same plane, drawn to areas of elemental chaos.

Actions

Explosive Goo (Recharge 5-6). As a bonus action, the Bouncer can cover a creature it is grappling in sticky, explosive goo. After 1 round, the goo explodes, dealing 3d6 damage depending on the Bouncer’s elemental color:
 Red – Fire damage (resistant to fire)
Blue – Cold damage (resistant to cold)
Green – Acid damage (resistant to acid)
Yellow – Radiant damage (resistant to radiant)
Purple – Psychic damage (resistant to psychic)
Black – Necrotic damage (resistant to necrotic)
White – Random elemental damage (resistant to force)
- Roll 1d6 when it detonates: 1 – Fire, 2 – Cold, 3 – Acid, 4 – Lightning, 5 – Radiant, 6 – Force

Sticky Slam. Melee Weapon Attack: +4 to hit, range 15 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target must make a DC 13 Strength saving throw or be grappled and restrained by the Bouncer's sticky goo. The target can escape the grapple by using its action to make a Strength check against the DC.


 

Bonus Actions

Fling. As a bonus action, the Bouncer can throw a grappled creature up to 20 feet in any direction. The target must make a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage from the impact and become prone. On a successful save, the target avoids the damage but still lands prone.

Bounce. The Bouncer launches itself with unnatural elasticity, moving up to 20 feet in any direction without provoking opportunity attacks. This movement can include vertical leaps.

Description

Appearance:
Bouncers appear as vaguely humanoid figures made entirely of a semi-translucent, rubbery substance in a single bright color—red, green, blue, yellow, white, or others. Their forms wobble and shift as they move, their arms trailing like loose putty until suddenly snapping forward with terrifying force. They lack faces or features, but faint ripples pulse along their smooth surface like a slow heartbeat. When they move, they bounce and stretch unnaturally, propelling themselves in long, elastic arcs across terrain and even over walls. Their glossy forms glisten with a slick, volatile coating—their elemental essence—ready to explode under the right conditions.

Lore:
The first Bouncer was once a mortal, cursed and reshaped into a rubbery mockery of life by a cruel and nameless god for their own twisted amusement. Desperate for release, the creature discovered that by infecting three others, it could pass on its curse—and so the cycle began. Those killed by a Bouncer slowly transform into one themselves unless powerful magic, such as remove curse or greater restoration, is cast within a fleeting moment of death. Failing that, the victim is reborn elsewhere as a new Bouncer, their identity lost to the hivemind. Bouncers have no leader, only a collective instinct to spread their curse. They sense vibrations in the ground, launch themselves over great distances, and work together with terrifying coordination. While their gelatinous bodies come in many bright colors—each tied to a specific elemental affinity—they all share one goal: to grow their numbers and escape the curse by dooming others.

arsene_sans

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