Living Spell, Fireball Large

The Oleander Throne's wizards have established a means of bringing 'life' to spells. Magical spell constructs are able to follow commands and often have the basics of personality and, depending on the spell, are used in various means.  

Living Spell, Fireball (Large) CR: 7

Large construct,
Armor Class: 13
Hit Points: 102 (12d10 + 36)
Speed: 40 ft

STR

13 +1

DEX

12 +1

CON

16 +3

INT

8 -1

WIS

8 -1

CHA

6 -2

Damage Resistances: bludgeoning, piercing, and slashing
Damage Immunities: fire, poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses: darkvision 60 ft., passive perception 9
Challenge Rating: 7
Proficiency Bonus: +3

Spell Mimickry. The Living Spell can cast the spell it was created from. Its spell save is DC 15.


Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.   Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.   Illumination. The living spell sheds bright light in a 15 ft. radius and dim light in an additional 15 ft. radius.   Water Susceptibility. For every 5 ft. the living spell moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.   Engulf. A Living Fireball can flow around a Medium or smaller creature as a standard action. It cannot make a magical strike attack during a round in which it engulfs. A living fireball merely has to move over the opponents, affecting as many as it can cover. Those in its space must succeed on a DC 13 Dex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures take 5d6 points of fire damage (Dex DC 13 half) and are considered to be grappled.

Actions

Multiattack. The Living Spell makes two magical strike attacks.   Magical Strike. Melee Attack: +6 to hit, reach 5 ft., one target, Hit 18 (5d6 + 5) fire damage.   Spell Mimickry, Fireball. Range: 150 ft., Area: 20 ft. radius sphere, Spell Save DEX DC 15, Damage: 28 (8d6, save for half) fire damage, Recharge: 5-6