Sources
CR
Type
Size
Alignment
Movement

Galvanice Weird

Medium Elemental, Chaotic Neutral

Armor Class 12 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
14
+2
DEX
10
+0
CON
17
+3
INT
3
-4
WIS
10
+0
CHA
5
-3
Damage Resistances cold, lightning; bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1 (200 XP)

Traits

Death Burst. When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.

Lore

Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk.