Tiny Swarm of Large elementals, Chaotic Neutral
AC 13    Initiative +2 (12)
HP 13 (3d6 + 2)
Speed 30 ft.
Mod Save
STR 8 βˆ’1 βˆ’1
DEX 15 +2 +4
CON 12 +1 +1
Mod Save
INT 8 βˆ’1 βˆ’1
WIS 8 βˆ’1 βˆ’1
CHA 15 +2 +4
Immunities Fire; Grappled, Paralyzed, Prone, Restrained
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Ignan)
CR 1/2 (XP 100; PB +2)
Traits

πŸ”Έ Unstable Spark.

When the Crackle Core is reduced to 0 HP, it explodes in a 5-foot radius. All creatures in that area must make a DC 11 DEX save or experience a random firework burst effect (roll 1d4):

  1. Snap-Crack Boom – 1d8 fire damage

  2. Flash Flare – DC 11 CON save or blinded until the end of next turn

  3. Rocket Pop – Target is pushed 10 feet directly away from the explosion

  4. Smoke Bloom – Target is heavily obscured in a 5-foot radius cloud until the start of the Core’s next initiative turn (or 1 round if initiative ends)

Note: Only one target per Core is affected; the closest creature is the focus. If multiple are equally close, randomly select one.

Actions

Spark Jab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) fire damage

Bonus Actions

πŸ”Έ Whistle Bounce.

As a bonus action, the Crackle Core leaps up to 15 feet without provoking opportunity attacks. It emits a shrill whistle, giving advantage on the next attack roll made by another Crackle Core within 10 feet before the end of its next turn.

Habitat: Planar (Elemental Plane of Fire)

Ezoors

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