GreatestHonor
Explorer
A flame-engulfed daemon easily seen from afar in the dark of night. Its pyrolytic biology feeds off heat, negating any adverse effects from fire. However, its volatility also poses a danger to itself, as emotional instability can trigger a chemical reaction resulting in combustion.
Bomb
Small Elemental (Daemon), Chaotic Evil
Armor Class 13 (Natural Armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
Damage Vulnerabilities cold
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
Aversion to Sunlight. When the bomb enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the bomb’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.While within sunlight, the bomb has Disadvantage on attack rolls and ability checks.
Daemonic Attacks. Whenever the bomb deals damage against another creature other than another daemon, that creature must succeed on a DC 14 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.
Fire Absorption. Whenever the bomb takes fire damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.
Heated Body. A creature that touches or hits the bomb with a melee attack within 5 feet of it takes 3 (1d4 + 1) fire damage.
Illumination. The bomb sheds bright light in a 5-foot radius, and dim light for another 10 feet.
Volatile. Whenever the bomb takes damage it must succeed a DC 10 Constitution saving throw, or explode. This saving throw is made with Disadvantage if it takes any amount of cold damage. It automatically fails this saving throw if it is reduced to 0 hit points or slain outright. When the bomb explodes, it dies, and each creature within 5 feet of it must succeed a DC 11 Dexterity saving throw or take 2 (1d4) fire damage.
ACTIONS
Grow. The bomb grows in size slightly. Each time it does, the fire damage dealt by its Volatile trait increases by 1d4 to a maximum of 4d4. Which upon reaching, the bomb then explodes as described in the trait.
Bomb
Small Elemental (Daemon), Chaotic Evil
Armor Class 13 (Natural Armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
STR | DEX | CON | INT | WIS | CHA |
1 (-5) | 16 (+3) | 12 (+1) | 1 (-5) | 10 (+0) | 2 (-4) |
Damage Vulnerabilities cold
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
Aversion to Sunlight. When the bomb enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the bomb’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.While within sunlight, the bomb has Disadvantage on attack rolls and ability checks.
Daemonic Attacks. Whenever the bomb deals damage against another creature other than another daemon, that creature must succeed on a DC 14 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.
Fire Absorption. Whenever the bomb takes fire damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.
Heated Body. A creature that touches or hits the bomb with a melee attack within 5 feet of it takes 3 (1d4 + 1) fire damage.
Illumination. The bomb sheds bright light in a 5-foot radius, and dim light for another 10 feet.
Volatile. Whenever the bomb takes damage it must succeed a DC 10 Constitution saving throw, or explode. This saving throw is made with Disadvantage if it takes any amount of cold damage. It automatically fails this saving throw if it is reduced to 0 hit points or slain outright. When the bomb explodes, it dies, and each creature within 5 feet of it must succeed a DC 11 Dexterity saving throw or take 2 (1d4) fire damage.
ACTIONS
Grow. The bomb grows in size slightly. Each time it does, the fire damage dealt by its Volatile trait increases by 1d4 to a maximum of 4d4. Which upon reaching, the bomb then explodes as described in the trait.
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