| Mod | Save | ||
|---|---|---|---|
| STR | 8 | β1 | β1 |
| DEX | 15 | +2 | +4 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | β1 | β1 |
| WIS | 8 | β1 | β1 |
| CHA | 15 | +2 | +4 |
πΈ 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):
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Snap-Crack Boom β 1d8 fire damage
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Flash Flare β DC 11 CON save or blinded until the end of next turn
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Rocket Pop β Target is pushed 10 feet directly away from the explosion
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Smoke Bloom β Target is heavily obscured in a 5-foot radius cloud until the start of the Coreβs 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.
Spark Jab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) fire damage
πΈ 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.
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