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Spark

Tiny · Elemental · CR 7 · Chaotic Neutral

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
84 (13d4+52)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
4
-3
DEX
20
+5
CON
18
+4
INT
10
+0
WIS
12
+1
CHA
17
+3

Overview

Category Monsters
Size Tiny
Type Elemental
Alignment Chaotic Neutral
XP 2900
Initiative Bonus +5

Movement

Walk 10 ft (3 m)
Fly 60 ft (18.3 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Saving Throws

Dexterity +8

Languages

Common, Primordial

Resistances & Immunities

Damage Immunities
lightning
Damage Resistances
acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Innate Spellcasting

the spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

at will: shocking grasp

3/day: lightning bolt

1/day: call lightning

Actions

Inhabit

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled.

About Spark

Spark is a tiny elemental with a Challenge Rating of 7. It has a chaotic neutral alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 84 hit points (derived from 13d4+52).

Spark has communication capabilities including Common, Primordial. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Spark

2 tips available

When using Spark in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Spark

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Spark?
Spark has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Spark?
Spark is a Tiny Elemental, which affects how certain spells and abilities interact with it.
What languages does Spark speak?
Spark can communicate in Common, Primordial.

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