Size:
± Large
Type:
± Elemental
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 60
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
Climb/Arboreal:
Flight:
± 60
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 15
Dexterity: 18
Constitution: 15
Intelligence: 6
Wisdon: 10
Charisma: 7
Offense
Slam
Circumstance: Melee
7 to hit, reach 10 ft., one target. (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.
Offense
Arc Lightning
Circumstance: Ranged
7 to hit, range 30 ft., one target. (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 15 Dexterity saving throw or take 13 (3d8) lightning damage. fluxcharger takes 5 (1d10) force damage after resolving the attack.
Action
Multiattack
The fluxcharger makes two slam attacks or uses Arc Lightning twice.
Trait
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.
Trait
Passive Perception
10
Immunities
Damage Immunities
lightning
poison
Immunities
Condition Immunities
exhaustion
grappled
paralyzed
petrified
poisoned
prone
restrained
unconscious
Resistances
thunder
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
Draconic
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.
5e Tools
Actions/Abilities/Traits: D&D 5e
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.
5e Tools