AC 15
HP 20 (8d4; bloodied 10)
Speed 0 ft., fly 30 ft. (hover)
Proficiency +2; Maneuver DC psionic save DC of its creator
Damage Immunities based on element; poison
Condition Immunities blinded, charmed, confused, deafened, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, slowed, stunned, strife
Senses darkvision 60 ft. passive Perception 10
Languages knows the languages of its creator
Elemental Attunement. The mote is formed from fire, force, lightning, psychic, or thunder energy. It is immune to damage of the same type that it is, and any energy damage it deals is of the same type.
Elemental Aura. A creature that ends its turn within 5 feet of the mote takes 7 (2d6) energy damage. A creature that touches the mote or hits it with a melee attack while within 5 feet of it takes 7 (2d6) energy damage.
ACTIONS
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) bludgeoning damage plus 7 (2d6) energy damage.
REACTIONS
Explode. When the mote would take damage, it can fly up to 30 feet without provoking opportunity attacks then explode in a 10-foot radius ball of energy. Each creature in the area must make a Dexterity saving throw against the mote’s maneuver DC, taking 28 (8d6) energy damage on a failure, or half damage on a success.
An energy mote is created using the make energy mote psionic power.
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.