Medium Elemental, Chaotic Evil
Armor Class 16 Natural
Hit Points 90 (12d8 + 36)
Speed 40 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
16 (+3)
Skills Perception +4
Damage Vulnerabilities Cold
Damage Resistances Acid, Poison, Slashing
Condition Immunities Blinded, Paralyzed, Petrified, Poisoned
Senses Passive Perception 14
Languages Ignan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Fiery Body. A creature that touches the bomb or hits it with a melee attack while within 5 feet of it takes 6 (2d10) fire damage.

Illumination. The bomb sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Magic Weapon. The bomb’s natural weapons are magical.

Actions

Multiattack. The bomb makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 2) piercing damage and 9 (2d8) fire damage.

Self-Destruct (1/Day). The bomb explodes in a magical fireball. All creatures within a 20-foot radius of the bomb must make a DC 14 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

The bomb dies when it uses this ability. It can only self-destruct if its Ignition reaction has been triggered.

Reactions

Igrantion. As a reaction to falling below 30 hit points, the bomb may attempt to blow itself up. If the bomb is not reduced to 0 hit points before the start of its next turn, it uses Self-Destruct.

Description

Bombs are volatile creatures from the Elemental Plane of Fire, so named for their tendency to literally explode if sufficiently injured or agitated. Hot-tempered and dim-witted, they occasionally find their way to the Prime Material Plane, where they delight in setting anything they can ablaze.

Living Fireballs. A bomb resembles a living ball of semi-solid flame, with two stubby arms protruding from the lower body and a face locked in a permanent sharp-toothed, maniacal grin. The upper part of its spherical form is covered in crackling tongues of fire, which flare up into jagged spikes as the creature grows more agitated.

A bomb’s body gives off light equivalent to a torch, providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Explosive Temper. Bombs are impulsive and violent by nature. They are quick to anger and quick to attack perceived threats, even when doing so might not be conducive to their long-term survival. This foolhardy aggression stems from the bomb’s innate ability to blow itself up with a force comparable to a fireball spell, which usually ensures the death of the bomb’s enemy. This explosion takes time to trigger, however, and if the bomb is killed before it detonates it will not explode at all.

Birth through Death. Unlike other elemental creatures, bombs are not immortal. A bomb grows larger throughout its life, swelling up like a balloon until it reaches a critical mass. At this point the mature bomb, sometimes known as a mother bomb or a bomb king, undergoes a violent explosion; it dies, but the resulting detritus becomes a clutch of newborn bombs.

Potent Components. A bomb that dies without exploding crumbles into a pile of fine ash, leaving behind a small spherical organ known as a “bomb core”. Such cores are highly prized by spellcasters and alchemists, as they can be used in place of other material components to cast fire spells of uncommon power.

Elemental Nature. A bomb doesn't require air, food, drink, or sleep.

Karakonjol

Comments

Posts Quoted:
Reply
Clear All Quotes