Illumination. The bomb sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Fire Form. A creature that touches the bomb or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Innate spellcasting. The bomb is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:
At will: fire bolt
3/day: scorching ray
1/day: fireball
Self Destruct. When the bomb has inflated three times, it self destructs. Any creature within 30 ft. of the bomb must make a DC 14 dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.
Bash. Melee weapon attack: +4 to hit, one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 5 (1d10) fire damage.
Inflate. In response to being hit by a melee weapon attack or a ranged weapon attack, the bomb inflates one size larger. When it inflates three times is uses its self destruct.
Description
Living explosives, prone to destroying themselves along with their enemies with their powerful "Self-Destruct." Bombs take the rage built up by being attacked and transform it into energy. This, in turn, makes them grow, sometimes to incredible sizes.
Previous Versions
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5/29/2020 2:05:49 PM
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