Murder Comet

(Boo's Astral Menagerie)

Medium elemental, Neutral Evil

Armor Class19 (natural armor)
Hit Points66 (7d8 + 35)
Speed0 ft., fly 120 ft.
STRDEXCONINTWISCHA
15 (+2) 15 (+2) 20 (+5) 6 (-2) 10 (+0) 6 (-2)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesfire; poison
Condition Immunitiesexhaustion; paralyzed; petrified; poisoned; prone; unconscious
Sensesdarkvision 240 ft., passive Perception 10
LanguagesIgnan, Terran
Challenge5

Traits

Explode.

When the comet drops to 0 hit points, it explodes in a 20-foot-radius sphere centered on itself. Each creature in the sphere must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Flyby.

The comet doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Illumination.

The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Siege Monster.

The comet deals double damage to objects and structures.

Unusual Nature.

The comet doesn't require air, food, drink, or sleep.

Actions

Multiattack.

The comet makes one Slam attack and one Spit Fire attack.

Slam.

Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 7 (2d6) fire damage.

Spit Fire.

Ranged Attack Roll: +5 to hit, range 60 ft., one target. Hit: 13 (2d10 + 2) fire damage.