Minimentals: Fire Minimental

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Minimentals

M
inimentals are smaller, more primitive
forms of normal elementals, which is
reflected in their appearance. Unlike
normal elementals, they haven’t been
called to the material plane by magic,
instead they seem to have slipped into
this plane and stayed out of curiosity.
On rare occasions, minimentals of different types may be
found exploring with each other. They are not typically
aggressive unless provoked, and seem happy to go about
exploring our plane of existence. Though not inherently
dangerous, minimentals can sometimes cause nuisance or
injury by nature of their forms.

Fire Minimental
Fire minimentals have an innate desire to embrace
creatures and inanimate objects. Typically
encountered by themselves, they tend to be lonely
and will actively seek out contact. Due to their
flaming body, fire minimentals are the only minimental
that actively pose a constant threat to those around them,
through no intent of their own. They are known to
accidentally start fires by embracing flammable objects and
living creatures. They have sometimes been sighted clinging
to the limbs of creatures that are immune to fire, giving the
creature the appearance of being engulfed in flames. Once
fire minimentals find each other, they generally avoid parting,
and sufficient numbers will act akin to a roaming fire.

Fire Minimental Fire Form. The fire minimental can move through a
space as narrow as 1 inch wide without squeezing. A
Tiny elemental, any non-good alignment
creature that touches the minimental or hits it with a
Armor Class 9 melee attack while within 5 feet of it takes 1 fire
Hit Points 2 (1d4) damage. In addition, the minimental can enter a hostile
Speed 40 ft. creature's space and stop there. The first time it enters
a creature's space in a turn, that creature takes 1 fire
damage and catches fire; until someone takes an action
STR DEX CON INT WIS CHA to douse the fire, the creature takes 1 fire damage at
the start of each of its turns.
6 (-2) 8 (-1) 10 (+0) 6 (-2) 6 (-2) 10 (+0)
Illumination. The minimental sheds bright light in a 15
Damage Resistances bludgeoning, piercing, and foot radius and dim light an additional 15 feet.
slashing from nonmagical attacks Water Susceptibility. For every 5 feet the minimental
Damage Immunities fire, poison moves in water it takes 1 cold damage.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 8
Actions
Languages Ignan Touch. Melee Weapon attack: +1 to hit, reach 5 ft., one
Challenge 1/8 (25 XP) target. Hit: 1d4-1 fire damage. If the target is a creature
or flammable object it ignites. Until a creature takes an
action to douse the fire, the target takes 1 fire damage
at the start of each of its turns.

MINIMENTALS | FIRE
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Water Minimental
Tiny elemental, any non-good alignment

Armor Class 10 (natural armor)


Hit Points 1 (1d4 - 1)
Speed 15 ft., swim 40 ft.

STR DEX CON INT WIS CHA


6 (-2) 8 (-1) 8 (-1) 6 (-2) 8 (-1) 10 (+0)

Damage Resistances acid; bludgeoning, piercing,


and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
Water Minimental unconscious
Senses darkvision 60 ft., passive Perception 9
Water minimentals tend to be social and stay in groups, often Languages Aquan
taking up refuge in water sources where they are invisible Challenge 1/8 (25 XP)
unless disturbed. They generally despise temperature
extremes, and will shy away from flame or cold. If a number Water Breathing. The Water Minimental can breathe
of water minimentals gather in a town’s well or potable water underwater.
source, they form invisible barriers that make it difficult to Water Form. The Water Minimental can enter a
access the water underneath. Due to this trait, they can be a hostile creature's space and stop there. It can move
nuisance to towns that find themselves with an infestation. through a space as narrow as 1 inch wide without
Water minimentals prefer to go with the flow, and tend to squeezing.
flow down towards sea level, as water is apt to do. It is
unknown how many of these minimentals exist in the oceans Actions
of the material plane. Slam. Melee Weapon attack: +1 to hit, reach 5 ft.,
one target. Hit: 1d4-1 bludgeoning damage.

Air Minimental
Air minimentals are naturally moody but curious, plagued
with a short attention span. These minimentals are most
often observed in the form of small cloud formations of
varying colour, which tend to change with their mood. They
are light enough to fly, but risk getting carried away by gusts
of wind if they stray too far from the ground, tending to stick
to the gentler currents close to the earth. Due to their
erratically nomadic nature, they are most often encountered
alone. When upset, or even when simply sneezing, they can
accidentally discharge a static shock. An individual air
minimental’s shocks are not much of a threat, but large,
grumpy groups of them can generate surprisingly intense
thunderstorms that may pose a threat to less structurally
sound buildings.
MINIMENTALS | WATER & AIR
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Air Minimental Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Tiny elemental, any non-good alignment
Senses darkvision 60 ft., passive Perception 9
Armor Class 9 Languages Auran
Hit Points 1 (1d4 - 1) Challenge 1/8 (25 XP)
Speed 0 ft., fly 50 ft. (hover)
Air Form. The Air minimental can enter a hostile
creature's space and stop there. It can move through a
STR DEX CON INT WIS CHA space as narrow as 1 inch wide without squeezing.
6 (-2) 8 (-1) 9 (-1) 6 (-2) 8 (-1) 10 (+0)
Actions
Damage Resistances lightning, thunder; bludgeoning, Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one
piercing, and slashing from nonmagical attacks target. Hit: 1d4 -1 bludgeoning damage.
Damage Immunities poison

Earth Minimental
Earth minimentals are drawn towards movement of any kind.
It will follow creatures for hours until it loses sight of them, Earth Minimental
just to observe what they do. Earth Minimentals are stubborn Tiny elemental, any non-good alignment
but fun loving, and when they have nothing to follow they will
climb hills and mountains to roll down for their amusement. Armor Class 10 (natural armor)
They are social by nature, and will happily form squads of Hit Points 2 (1d4)
other earth minimentals to travel with, though often break Speed 20 ft., burrow 20 ft.
apart due to members tripping and rolling away from their
kin. Large groups of them can create dangerous terrain,
especially when rolling down slopes. Earth minimentals who STR DEX CON INT WIS CHA
have been on the material plane may go through a change 8 (-1) 6 (-2) 10 (+0) 6 (-2) 6 (-2) 10 (+0)
similar to adolescence in humans, and small precious gems
can grow on their face. Damage Vulnerabilities slashing
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed,
petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 8
Languages Terran
Challenge 1/8 (25 XP)

Earth Glide. The Earth Minimental can burrow


through nonmagical, unworked earth and stone.
While doing so, the Earth Minimental doesn't
disturb the material it moves through.

Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1d4 -1 bludgeoning damage.

MINIMENTALS | AIR (cont'd) & EARTH


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