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Spark

Size
Tiny
Type
Elemental
Challenge Rating
7
Source
Tome of Beasts
Alignment
Chaotic-Neutral
Armor Class
16
Speeds
10, fly 60
Walking Speed
10
Flying Speed
60
Strength Score
4
Dexterity Score
20
Constitution Score
18
Intelligence Score
10
Wisdom Score
12
Charisma Score
17
Saving Throws
Dexterity
Vision
Darkvision (60ft)
Languages Ref
Common, Primordial
Hit Points
84
Condition Immunities
Exhaustion 1, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Resistances
Resistant to Acid Damage, Resistant to Fire Damage, Resistant to Force Damage, Resistant to Thunder Damage, Resistant to Non-Magical Damage, Immune to Lightning Damage
Languages
Aethyrian Common, Primordial

Tiny elemental, chaotic neutral


Armor Class 16 (natural armor)

Hit Points 84 (13d4+52)

Speed 10 ft., fly 60 ft. (hover)


STR
4 (−3)
DEX
20 (+5)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)

Saving Throws Dex +8

Damage Resistances acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities lightning

Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 11

Languages Common, Primordial

Challenge 7 (2,900 XP)

Innate Spellcasting. the spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

at will: shocking grasp

3/day: lightning bolt

1/day: call lightning

Actions

Inhabit. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled.

Description

This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone.
Born in Storms. When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form.
Symbionts and Twins. Some spellcasters deliberately seek out sparks for symbiosis. Sorcerers or clerics devoted to deities of the elements may reach an agreement with these creatures, allowing them to ride within their bodies for their entire lifetime.
Occasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they simply wink out and return to the elemental planes.
Seek Strong Hosts. When a formless spark senses a potential body approaching, it dims its light or enters a metallic object. Sparks prefer to inhabit creatures with high Strength over other possible targets. Once in control of a body, the spark uses the new vessel to deliver shocking grasp attacks or to cast lightning bolt or call lightning against distant enemies. If ejected from a creature, a spark immediately tries to inhabit another.
Elemental Nature. A spark doesn’t require air, food, drink, or sleep.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.