Overdose (Recharge 5–6). The addict can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect:
1–2. The addict and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) lightning damage.
3–6. The Addict heals for half the lightning damage it does with the spell.
Innate Spellcasting. The addict’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The addict can innately cast the following spells, requiring no components because the spells are fueled by drugs:
4/day each: mage armor (self only), dragon's breath
2/day each: banishment, haste, call lightning, lightning bolt, storm sphere
Fireclaw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage plus (3d8) lightning damage.
Comments