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Spark


Sparks are large lava elemental lifeforms who glow intensely bright orange and are virtually indistinguishable from lava. When exposed to cooler conditions, (air, water, ice), their exterior turns to black hard stone. Their fluid amorphous bodies can change shape instantly to match their surroundings. While in their natural state, hot liquid and semi-liquid magma, they can flow through and over most obstructions. They can even burrow, push through holes and cracks, tunneling underground through most obstructions at equal speed.

When facing adversaries, sparks have the tendency to mimic, (roughly take on the shape of), those they are fighting—versus bipedal they turn bipedal, versus quadruped they turn quadruped, but not always. They can morph into any shape that suits the situation. Dirt side fighting humans sparks roughly appear bipedal humanoid with massive club-like appendages.

Sparks are territorial and highly volatile, attacking fiercely anything that comes within their domain.

Armor Class 16
Hit Points 228 (24d12+72)
Speed 40 ft., burrow 40 ft.

STR
23 (+6)

DEX
11 (+0)

CON
17 (+3)

INT
4 (-3)

WIS
10 (+0)

CHA
9 (-1)

Saving Throws STR +11, CON +8
Damage Resistances bludgeoning from non-magical attacks
Damage immunities fire
Senses
darkvision 60 ft., passive perception 11
Language
Challenge Rating 13

Cold Susceptibility. Cold damage does double damage.  See: Dormant

Inner Core. A non-lava-based creature or object that touches the spark or hits it with an unarmed melee attack takes 3d6 fire damage.

Lava Flow. The spark can burrow “lava flow” underground through any substance at 40.  If a spark burrows into water, ice, or mud it will immediately surface.

Multiattack. the spark takes two lava slap attacks.

Lava Slap. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 2d8+5 plus 3d6 fire damage.

Magma Spit. The spark spits glob of magma. Each target in a 10-foot radius from an origin point of 60 feet from the spark must make a DC 15 DEX saving throw. On a failure, target takes 3d6 fire damage, or half as much damage on a success.

Dormant. Sparks must stay within 120 ft of molten heat source to remain fluid and active. Every turn a spark remains further than 120 ft away from molten lava, the spark is slowed, (like the spell). After 30 hours removed from active lava heat source sparks harden into solid lava rock and become dormant. Sparks in their dormant state are alive but asleep and will remain in that state perpetually forever, or until introduced to molten lava heat source where it will wake up from it’s sleep.

Spark of Life. Sparks regenerate 10 hit points per turn when within 30 ft of molten lava, even from death and complete dismemberment. Sparks cannot regenerate from disintegration and magical disintegration-like affects causing the spark to lose cohesion.

Volcanology. Sparks grow larger and gain temporary 1d12 hit points for each month they actively remain submerged in molten lava up to a maximum of 10 months (or 10d12 hit points). Temporary size and hit points are lost upon death and cannot be regained. However, If the spark goes dormant for a duration of one century temporary size and hit points become permanent.

 

Spark first appeared in Aggee and the Anumians, Episode 1 "Ariadne's Artisans"

CREDITS
Spark is unofficial Fan Content permitted under Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art by Tinnel Lovitt

C H A L D E A P E D I A