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Crackle




A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature.

Crackle

Medium elemental, lawful neutral

Armor Class 14

Medium elemental, lawful neutral

Speed 30 ft

Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18

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

Damage Immunities lightning, poison

Condition Immunities poisoned

SensesCommon, Primordial

Languages Common, Elvish

Challenge 5 (1,800 XP)

Magic Resistance.

The elemental has advantage on saving throws against spells and other magical effects.

Shocking. At the start of each of its turns, Crackle deals 5 (1d10) lightning damage to any creature grappling it.

Actions

Multiattack.

Crackle makes two melee attacks, one of which can be a Lightning Lash.

Punch.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage .

Lightning Lash.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) lightning damage. The creature must succeed on a DC 15 Constitution save or be incapacitated until the end of its next turn. If it fails this save by 5 or more it is stunned instead. A creature that is resistant or immune to lighting damage automatically succeeds on this save.

Bolt (Recharge 5-6).

Crackle turns into a lance of lightning and instantly travels up to 30ft in a straight line. This movement does not provoke opportunity attacks and ends any restrained effect. All creatures along that line must succeed on a DC 15 Dexterity save or take 17(5d6) lightning damage or half as much on a successful save. Creatures that save this save by 5 or more are also Incapacitated.

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