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    Tumblespark

    This weird creature looks like a giant tumbleweed whose form crackles and sparks with electricity.

    Tumblespark CR 4

    XP 1,200
    N Medium outsider (air, electricity, elemental, extraplanar)
    Init +3; Senses darkvision 60 ft.; Perception +8

    DEFENSE

    AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
    hp 37 (5d10+10)
    Fort +6, Ref +7, Will +1
    Defensive Abilities insubstantial form; Immune electricity, elemental traits
    Weaknesses vulnerability to water

    OFFENSE

    Speed 30 ft., fly 30 ft. (perfect)
    Melee slam +8 (1d6+3)
    Special Attacks arc, trample (1d6+3 plus 1d6 electricity, DC 14)

    TACTICS

    Individual tumblesparks are drawn to positively charged beings such as those wearing large amounts of metal armor. They slam into them discharging blast after blast of electrical energy until the positively charged victim loses its own charge usually as a result of the victim's demise. Against smaller foes, a tumblespark simply rolls over them, dealing crushing and electricity damage.

    STATISTICS

    Str 15, Dex 16, Con 14, Int 2, Wis 11, Cha 6
    Base Atk +5; CMB +7; CMD 21 (can't be tripped)
    Feats Dodge, Mobility, Weapon Finesse
    Skills Acrobatics +8, Fly +11, Perception +8

    SPECIAL ABILITIES

    Arc (Ex)

    Once per round, a tumblespark can release a jolt of electricity against a single opponent within 10 feet that deals 4d6 points of electricity damage. A successful DC 14 Fortitude save reduces the damage by half. The save DC is Constitution-based.

    Insubstantial Form (Ex)

    A tumblespark's natural form is a ball of dancing and arcing electricity; it is not solid, nor is it incorporeal. Any piercing or slashing attack has a 20% miss chance against a tumblespark. Bludgeoning attacks deal damage normally.

    Source
    Tome of Horrors Complete
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