Elementals
Air Elemental
An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above. An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.
Armor Class | 15 | ||
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Hit Points | 12d10+24 | ||
Speed | 0 ft. | Fly 90ft. (hover) | |
Strength | 14 (+2) | ||
Dexterity | 20 (+5) | ||
Constitution | 14 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 6 (-2) | ||
Damage Resistances | Lightning | Thunder | Bludgeoning |
Piercing | Slashing from nonmagical weapons | ||
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Grappled | Paralyzed |
Petrified | Poisoned | Prone | Restrained |
Unconscious | |||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Auran | ||
Challenge | 5 (1 ,800 XP) | ||
Special | Air Form | The elemental can enter a hostile | creature's space and stop there. |
It can move through a space as | narrow as 1 inch wide without squeezing | ||
Action 1 | Multiattack | The elemental makes two slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d8+5 bludgeoning damage | ||
Action 3 | Whirlwind (Recharge 4-6) | Each creature in the elemental's space must | |
make a DC 13 Strength saving throw. | On a failure, a target takes 3d8+2 bludgeoning damage | and is flung up 20 feet away | from the elemental in a random direction and knocked prone. |
If a thrown target strikes an object, | such as a wall or floor, the target | takes 1d6 bludgeoning damage | for every 10 feet it was thrown. |
If the target is thrown at another creature, | that creature must succeed on | a DC 13 Dexterity saving throw | or take the same damage and be knocked prone. |
If the saving throw is successful, | the target takes half the bludgeoning damage | and isn't flung away or knocked prone |
Earth Elemental
An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set chunks of metal, gems, and bright minerals. Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity.
Armor Class | 17 (natural armor) | ||
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Hit Points | 12d10+60 | ||
Speed | 30ft. | Burrow 30ft. | |
Strength | 20 (+5) | ||
Dexterity | 8 (-1) | ||
Constitution | 20 (+5) | ||
Intelligence | 5 (- 3) | ||
Wisdom | 10 (+0) | ||
Charisma | 5 (- 3) | ||
Damage Vulnerabilities | Thunder | ||
Damage Resistances | Bludgeoning | Piercing | Slashing from nonmagical weapons |
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Paralyzed | Petrified |
Poisoned | Unconscious | ||
Senses | Darkvision 60ft | Tremorsense 60ft. | Passive Perception 10 |
Languages | Terran | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | Earth Glide | The elemental can burrow through nonmagical, | unworked earth and stone. |
While doing so, the elemental doesn't | disturb the material it moves through | ||
Special 2 | Siege Monster | The elemental deals double damage | to objects and structures |
Action 1 | Multiattack | The elemental makes two slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+8 to hit |
Reach 10ft., one target | Hit 2d8+5 bludgeoning damage |
Fire Elemental
A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets. its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.
Armor Class | 13 | ||
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Hit Points | 12d10+36 | ||
Speed | 50 ft. | ||
Strength | 10 (+0) | ||
Dexterity | 17 (+3) | ||
Constitution | 6 (-2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 10 (+0) | ||
Charisma | 7 (-2) | ||
Special 1 | Damage Resistances | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Exhaustion | Grappled | Paralyzed |
Petrified | Poisoned | Prone | Restrained |
Unconscious | |||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | lgnan | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | Fire Form | The elemental can move through a space | as narrow as 1 inch wide without squeezing. |
A creature that touches the elemental | or hits it with a melee attack while within | 5 feet of it takes 1d10 fire damage. | In addition, the elemental can enter a |
hostile creature's space and stop there. | The first time it enters a creature's space on a turn, | that creature takes 1d10 fire damage | and catches fire; until someone takes |
an action to douse the fire, | the creature takes 1d10 fire damage | at the start of each of its turns | |
Special 2 | Illumination | The elemental sheds bright light in a 30-foot radius | and dim light in an additional 30 feet |
Special 3 | Water Susceptibility | For every 5 feet the elemental moves in water, | or for every gallon of water splashed |
on it, it takes 1 cold damage | |||
Action 1 | Multiattack | The elemental makes two touch attacks | |
Action 2 | Touch | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d6+3 fire damage. | If the target is a creature or a flammable object, | it ignites. Until a creature takes an action |
to douse the fire, the target takes 1d10 fire damage | at the start of each of its turns |
Water Elemental
A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.
Armor Class | 14 (natural armor) | ||
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Hit Points | 12d10+48 | ||
Speed | 30ft. | Swim 90 ft. | |
Strength | 18 (+4) | ||
Dexterity | 14 (+2) | ||
Constitution | 18 (+4) | ||
Intelligence | 5 (- 3) | ||
Wisdom | 10 (+0) | ||
Charisma | 8 (- 1) | ||
Damage Resistances | Acid | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Grappled | Paralyzed |
Petrified | Poisoned | Prone | Restrained |
Unconscious | |||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Aquan | ||
Challenge | 5 (1 ,800 XP) | ||
Special 1 | Water Form | The elemental can enter a hostile creature's space | and stop there. It can move through |
a space as narrow as 1 inch wide without squeezing | |||
Special 2 | Freeze | If the elemental takes cold damage, | it partially freezes; its speed is reduced by 20 feet |
until the end of its next turn. | |||
Action 1 | Multiattack | The elemental makes two slam attacks. | |
Action 2 | Slam | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+4 bludgeoning damage | ||
Action 3 | Whelm (Recharge 4-6) | Each creature in the elemental's space must make | a DC 15 Strength saving throw. |
On a failure, a target takes 2d8+4 bludgeoning damage. | If it is Large or smaller, it is also grappled | (escape DC 14). | |
Until this grapple ends, the target is | restrained and unable to breathe unless | it can breathe water. If the saving throw | is successful, the target is pushed out |
of the elemental's space. The elemental can | grapple one Large creature or up to | two Medium or smaller creatures at one time. | At the start of each of the elemental's turns, |
each target grappled by it takes 2d8+4 bludgeoning damage. | A creature within 5 feet of the elemental can pull | a creature or object out of it by taking an | action to make a DC 14 Strength and succeeding |
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