Medium elemental, Chaotic Neutral
| Armor Class | 12 (natural armor) |
|---|---|
| Hit Points | 22 (3d8 + 9) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 17 (+3) | 3 (-4) | 10 (+0) | 5 (-3) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | — |
| Challenge | 1 |
When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.