Medium humanoid (any race), Chaotic Neutral
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 55 (10d8 + 10) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 12 (+1) | 20 (+5) | 9 (-1) | 14 (+2) |
| Saving Throws | Dex +5, Int +8 |
|---|---|
| Skills | Arcana +8, Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common plus any one language |
| Challenge | 5 |
The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 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:
3 each/day: mage armor (self only), scorching ray
1 each/day: banishment, cone of cold, dimension door, fireball, ice storm