Chillspark
Large aberrant beast (blind, ooze)
Level 20 Skirmisher XP 2800

Initiative +19        Senses Perception +15; blindsight
HP 132; Bloodied 66
AC 32; Fortitude 32, Reflex 33, Will 31
Resist 15 cold, 15 lightning, insubstantial
Speed fly 8 (hover), teleport 6

Slam (standard, at-will) Cold

+23 vs Fortitude; 4d8+10 cold damage, and the target is slowed until the end of the chillspark’s next turn.

Lightning Strike (standard, at-will) Lightning

Ranged 5; +23 vs Reflex; 4d10+6 lightning damage.

Engulf (standard; usable only when no creatures are engulfed, at-will) Lightning

Targets one Medium or smaller creature; +23 vs Reflex; (automatically hits an immobilized creature); the chillspark pulls the target into its space, and the target is grabbed. Until the grab ends, the target is dazed and takes ongoing 15 lightning damage. When the grab ends, the target shifts to a square of its choosing adjacent to the chillspark. When the chillspark moves without teleporting, it pulls any engulfed creatures with it, and it does not provoke opportunity attacks from engulfed creatures.

Lightning Leap (standard, recharge ) Lightning, Teleportation

Close burst 1; +23 vs Reflex; 4d6+14 lightning damage. After the attack, the chillspark teleports 6 squares and then makes a secondary attack against all creatures adjacent to it that were not targeted by the first attack.

Secondary Attack: +23 vs Reflex; 4d6+14 lightning damage.

Alignment Unaligned        Languages -
Str 23 (+16)      Dex 25 (+17)      Wis 20 (+15)
Con 20 (+15)      Int 5 (+7)      Cha 12 (+11)

Description: Although not as common, some living spells appear from other arcane sources than wizard spells. The spells of a sorcerer are the most common nonwizard spells to gain sentience. The chillspark is the living combination of two sorcerer spells: leaping lightning and breath of winter.


Published in Dungeon Magazine 175, page(s) 67.