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.