Fluxcharger

Guildmasters' Guide to Ravnica p. 208

Size
Large
Type
elemental
Alignment
chaotic neutral
AC
16 (natural armor)
Hit Points
60 (8d10+16)
Speed
walk 0 ft., fly 60 ft.
Resistances
thunder; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
lightning, poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Draconic
Challenge
7
STR
15
+2
DEX
18
+4
CON
15
+2
INT
6
−2
WIS
10
+0
CHA
7
−2

Traits

Amplify Lightning

Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.

Actions

Multiattack

The fluxcharger makes two slam attacks or uses Arc Lightning twice.

Slam

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.

Arc Lightning

Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack.

Other data

description

In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds. A fluxcharger's mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable.

Izzet Weirds: Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.

Elemental Nature: An Izzet weird doesn't require air, food, drink, or sleep.