Medium humanoid, chaotic neutral
- Armor Class
- 12, 15
- Hit Points
- 55 (10d8 + 10)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Dex +5, Int +8
- Skills
- Arcana +8, Perception +2
- Senses
- passive Perception 12
- Languages
- Common plus any one language
Traits
The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.
Actions
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Spellcasting
The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: