Sources
CR
Type
Size
Alignment
Movement

Counterflux Blastseeker

Medium Humanoid (any race), Chaotic Neutral

Armor Class 13, 16 with mage armor
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13
+1
DEX
16
+3
CON
15
+2
INT
18
+4
WIS
11
+0
CHA
14
+2
Saving Throws CON +4, WIS +2
Skills Arcana +6, Perception +2
Senses passive Perception 12
Languages Common plus any one language
Challenge 2 (450 XP)

Traits

Counterflux Overcast (Recharge 5–6). The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect:

  • The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects.
  • The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.

Spellcasting

Innate Spellcasting. The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:

1/day each: counterspell, dispel magic, protection from energy

3/day each: enlarge/reduce, mage armor (self only), scorching ray

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) piercing damage.

Lore

While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.