Large elemental, Chaotic Neutral
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 60 (8d10 + 16) |
| Speed | 0 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 18 (+4) | 15 (+2) | 6 (-2) | 10 (+0) | 7 (-2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | thunder; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | lightning; poison |
| Condition Immunities | exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | Draconic |
| Challenge | 7 |
Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.
The fluxcharger makes two slam attacks or uses Arc Lightning twice.
Melee Attack Roll: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.
Ranged Spell Attack Roll: +7 to hit, range 30 ft., one target. Hit: 16 (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 DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack.