b'Spark \n'b'  Tiny   elemental ,  chaotic neutral  \n'b'  Armor Class  15  Hit Points  104 (16d4 + 64)  Speed  10 ft., fly 60 ft. (hover)\n'b' STATS STR: 4 (-3) DEX:  20 (+5)  CON:  18 (+4)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8  Damage Resistances  thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  lightning  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  unconscious   Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Primordial  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Elemental Nature . The spark doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The spark makes three Electric Touch attacks. \n'b'  Electric Touch .  Melee Spell Attack : +6 to hit, reach 5 ft., one target.  Hit : 16 (3d8 + 3) lightning damage. \n'b'  Inhabit . One Humanoid that the spark can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target\xe2\x80\x99s nervous system, and the target is  incapacitated  and loses control of its body. The spark now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The spark can\xe2\x80\x99t be targeted by any attack, spell, or other effect, and it retains its alignment,  Intelligence ,  Wisdom , Charisma, immunity to being  paralyzed ,  petrified , or  unconscious , and its Electric Touch  attack . It otherwise uses the inhabited target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. Every 24 hours that elapse, the target must succeed on a DC 14  Constitution  saving throw or take 7 (2d6) lightning damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the spark no longer inhabits it. The target dies if this reduces its hp maximum to 0. Each time the spark makes an Electric Touch attack and at the end of each long rest, the target can make a DC 14 Charisma saving throw, expelling the spark on a success. Alternatively, the spark can exit the target\xe2\x80\x99s body as a bonus action or can be forced out by an effect like the  protection from energy  spell. The target is immune to this spark\xe2\x80\x99s Inhabit for 24 hours after succeeding on the saving throw or after the spark is expelled. A willing target retains full function of its body, doesn\xe2\x80\x99t need to make a  Constitution  saving throw every 24 hours, has immunity to lightning damage, and can communicate with the  spark  telepathically. If the spark inhabits a willing target, it takes its turn at the same time as the target, but the spark can attack only as a  reaction  to a creature moving within 5 feet of the target or as a  reaction  to the target attacking a creature within 5 feet of it. \n'b'\n'b' ABOUT \n'b' This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone. \n'b'  Born in Storms . When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Occasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another. \n'b'  Seek Hosts . Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. Some spellcasters deliberately seek out sparks for symbiosis. Spellcasters devoted to deities or study of the elements may reach an agreement with sparks, allowing the elementals to ride within their bodies for the sparks\xe2\x80\x99 lifetime. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they wink out and return to the elemental planes.'