Medium humanoid (any race), Chaotic Neutral
| Armor Class | 15 (chain shirt) |
|---|---|
| Hit Points | 37 (5d8 + 15) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 16 (+3) | 18 (+4) | 9 (-1) | 12 (+1) |
| Saving Throws | Con +5, Dex +4 |
|---|---|
| Skills | Arcana +6, Intimidation +3, Perception +1 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 11 |
| Languages | any one language (usually Common) |
| Challenge | 4 |
When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.
The blastseeker makes one attack roll, ability check, or saving throw with advantage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.
The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 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:
2/day: fireball
3 each/day: scorching ray, shield, thunderwave