Shapechanger. The bomb hybrid can use its action to polymorph into a bomb-humanoid hybrid or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Regeneration. The bomb hybrid regains 20 hit points at the start of its turn. If the bomb hybrid is reduced to 0 hitpoints, it will regain its maximum number of hitpoints if it is fed blood.
Explosive Casting. Spells that the bomb hybrid casts that would normally deal fire damage instead deal force damage.
Innate Spellcasting. The bomb hybrid's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The bomb hybrid can innately cast the following spells, requiring no material components:
At will: hellish rebuke, burning hands, scorching ray, fireball, delayed blast fireball
Multiattack. The bomb hybrid can use its Explosive Touch. It then makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Explosive Touch (Hybrid Form Only). Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 27 (5d10) force damage plus 11 (2d10) fire damage.
Explosion (Recharge 5-6, Hybrid Form Only). The bomb hybrid hurls a magical flaming bead at a point it can see within 60 feet of it. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 63 (18d6) force damage on a failed save, or half as much damage on a successful one.
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