Netherspark

Medium elemental, neutral evil

Armor Class

15 (natural armor)

Hit Points

90 (12d8 + 36)

Speed

30 ft.

STR

19 (+4)

DEX

16 (+3)

CON

16 (+3)

INT

14 (+2)

WIS

16 (+3)

CHA

14 (+2)

Damage Immunities

necrotic

Damage Resistances

radiant

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 60 ft., passive Perception 13

Languages

Celestial, Common, Draconic, Infernal

Challenge

6 (2,300 XP)

Magic Resistance. The netherspark has advantage on saving throws against spells and other magic effects.

Necrotic Aura. Being composed of necrotic energy, a netherspark radiates an aura of such energy in a 10-foot radius. Any creature that’s not an undead that enters or starts its turn within this area takes 7 (2d6) necrotic damage. Undead in the area instead regain 7 (2d6) hit points, up to their maximum hit points at the beginning of each of their turns.

Actions

Multiattack. The netherspark makes three slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage.

Necrotic Ray. Ranged Weapon Attack: +6 to hit, range 40 ft., one target. Hit: 12 (2d8+3) necrotic damage. Undead take no damage but heal a number of hit points equal to what the ray would otherwise deal.

Necrotic Burst (Recharge 5–6). A netherspark can release a burst of necrotic energy in a 20-foot radius around it. Creatures in the area must make a DC 13 Constitution saving throw, taking 12 (2d8+3) necrotic damage on a failed save, or half as much damage on a successful one. Undead take no damage but heal a number of hit points equal to what the burst would otherwise deal.

medium
elemental
cr6
tome-of-horrors