Heliolisk (5e Creature)

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Heliolisk[edit]

Small elemental, any alignment


Armor Class 14
Hit Points 121 (22d6 + 44)
Speed 60 ft.


STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 15 (+2) 12 (+1) 17 (+3) 13 (+1)

Saving Throws Dex +7
Damage Immunities electric
Senses darkvision 60 ft., passive Perception 13
Languages Terran, understands Common but can't speak
Challenge 6 (2,300 XP)


Sand Veil. The helioptile has advantage on Dexterity (Stealth) checks made to hide in sandy terrain, and during a sandstorm, attack rolls against it have disadvantage.

Dry Skin. While submerged in water or outside during rain, the helioptile regain 6 hit points at the start of each of its turns.

Solar Power. During harsh sunlight, the helioptile has advantage on attack rolls, but loses 6 hit points at the start of each of its turns.

ACTIONS

Multiattack. The heliolisk makes three attacks: two with its tail and one with its weather ball.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Control Weather. The heliolisk changes the weather to its choice of Rain, Sandstorm, or Harsh Sunlight. This change takes 1d6 turns to occur.

Weather Ball. The heliolisk targets one creature within 60 feet of it that it can see. That creature must make a DC 14 Dexterity saving throw. On a failure, the target takes 18 (4d8) damage of a type depending on what weather is active currently, electric for rain, bludgeoning for sandstorm, and fire for harsh sunlight, or half as much on a successful save.



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