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Dep. ABA Awe dda) e® ad ELEMENTALS EXPANDED New ELEMENTAL TYPES Introduction: This document contains sixteen new elementals of CR 5, including four paraelementals. eight quasi-elementals, and four pseudoelementals. BY MATT WOODFILL °@ Not for resale. Permission granted to prirt or photocopy this document for personal use only. ELEMENTAL EXPANDED PARAELEMENTALS Paraelementals are incarnations of two elements that make up the universe: air, earth, fire, and water. Little more than animated energy on their planes of origin, they can be summoned by spelicasters and other powerful beings to perform tasks. Living Elements. On its plane of origin, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by magic. A wild spirit of elemental force has no other desire than to move through the element of its native plane. They are similar to beasts of the material plane, possessing no society or culture, and little sense of being. Dual Essence. Paraelementals are beings of dual elemental essence. They live mostly in the border planes between two elemental planes. Where air and water border, there is ice; earth and fire share a border of magma; fire and air border with smoke; earth and water share a border of mud or ooze. Conjured by Magic. Certain spells and magic items can summon an elemental, 1g it from the Inner planes to the Material Plane. Elementals instinctively resent being pulled from their plane of origin and bound into servitude. Bound and Shaped. Powerful magic can bind an elemental spirit into a material form that defines a specific function. Invisible stalkers and water weirds are specific forms that air elementals and water elementals are typically bound. The strength of the magic and materials used in the binding of an elemental determine how well the elemental functions in the bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can't bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely. Elemental Nature. An clemental doesn't require air, food, drink, or sleep. Not for resale. Permission granted to print or photocopy this document for personal use. Ice ELEMENTAL An ice elemental is an amalgamation of air and water elernental energies. They typically take a humanoid shape that looks like it was carved from a large block of ice. An ice elemental can move over ice and snow as if it wasn’t there, and can also glide through those substances as though they were liquid. Maca ELEMENTAL ‘A magma elemental is the combination of earth and fire elemental energies. They look like humanoids made of living lava. It sets its surroundings ablaze as it moves, leaving a trail of molten rock in its wake. Magma elementals can glide through rock, earth, and magma as though they were liqui Mup ELEMENTAL Mud elementals, also called ooze elementals, are the fusion of earth and water elemental energies. They are viscous in appearance, and are indistinguishable from a puddle of mud when stationary. Cold can slow a mud elemental down, reducing its speed and causing it to solidify. It likes to engulf creatures that it perceives as enemies, filling their mouths and lungs with mud. SMOKE ELEMENTAL The convergeance of fire and air creates the smoke elemental, a billowing cloud of noxious gray gas. It prefers to glide across the ground, though it can and will fly and attack from above. A-smoke elemental can turn itself into 2 swirling vortex, creating a whirlwind that of poisonous fumes that can incapacitate its victims, Elementals Expanded Ice ELEMENTAL Large elemental, neutral Armor Class 16 (natural armor) Points 102 (12d10 + 36) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 6 (-2) 10 (+0) 7 (-2) ———_—— Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan, Auran Challenge 5 (1,800 XP) Ice Glide. The elemental can burrow through nonmagical ice and snow. While doing so, the elemental doesn't disturb the material it moves through. The elemental can move over ice and snow with no ill effects. Freezing Touch. A creature that touches the elemental or hits it with a melee attack within 5 feet of it takes 5 (1di0) cold damage. ACTIONS ‘Multiattack. The elemental makes two slam attacks. ‘Slam. Melee Weapon Attack: +6 to hit, reach 5 , one target. Hit: 12 (2d8 + 3) cold damage. Not for resale. Permission granted to print or photocopy this document for personal use. MAGMA ELEMENTAL Large elemental, neutral Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., burrow 30 ft STR DEX CON INT WIS CHA 36 (+3) 12 (41) 18 (+4) 5 (-3) 10 (+0) 6 (-2) ——————— Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan, Terran Challenge 5 (1,800 XP) ——————— Earth Glide. The elemental can burrow through nonmagical, unworked earth, stone, and lava. While doing so, the elemental doesn’t disturb the material it moves through. Seige Monster. The elemental deals double damage to objects and structures. Heated Body. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. The first time it attacks a creature on a turn, that creatures takes 4 (1d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (108) fire damage at the start of each of its turns. AcTIONS. Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1di0 + 3) fire damage. IF the target is a creature or a flammable obkect, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (148) fire damage at the start of each of its turns. Elementals Expanded MuD ELEMENTAL Large elemental, neutral Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) ‘Speed 30 ft ‘STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 19 (+4) 5 (-3) 10 (+0) 6 (-2) —— Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 69 ft., passive Perception 10 Languages Aquan, Terran Challenge 5 (1,800 XP) Viscous Form. The clemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, Harden. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ACTIONS Multiattack. The elemental makes two slam attacks. ‘Slam. Melee Weapon Attack: +7 to hit, reach 5 ft,, one target. Hit: 13 (248 + 4) bludgeoning damage. Entrap (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. Ifit is Large or smaller, it is also grappled (escape DC 11) Until this grapple ends, the target is restrained and unable to breathe. 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 teh elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgconing 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 15 Strength check and succeeding Not for resale. Permission granted to print or photocopy this docurnent for personal use. SMOKE ELEMENTAL Large elemental, neutral Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed o ft, 90 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 16 (43) 16 (+3) 6 (-2) 10 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran, Ignan Challenge 5 (1,800 XP) 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. Hot Air. A creature that touches the elemental or hits it with a melee attack while within s feet of it takes 4 (1d8) fire damage. ACTIONS “ACARI al bine aR Multiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +6 to hit, reach § ft, one target. Hit: 12 (2d8 + 3) fire damage. Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Constitution saving throw. On a failure, a target takes 5 (1d10) poison damage and suffer the effects of 2 stinking cloud spell. If the saving throw is successful, the target takes half the poison damage and doesn't suffer the stinking cloud effects. Elementals Expanded Quasi ELEMENTALS Quasielementals are incarnations of elements that make up the universe: air, earth, fire, and water. They have been infused with the energies of either positive or negative energy, resulting in radically different elementals. LIGHTNING ELEMENTAL Lightning elementals are creatures of air and positive energies. They appear as a crackling ball of electricity, and are a terror to anything wearing or made of metal. MINERAL ELEMENTAL Mineral elementals are earth elementals infused with positive energy. They appear to be entirely of jagged pieces of precious stones like emeralds or diamonds. They are fierce beings when alone, but they are a force when paired with another. RADIANCE ELEMENTAL Radiance elementals are fire elementals imbued with positive energy. They appear as a swirling ball of ever-changing light. They can emit a burst of light energy that can be brutal to any foe they encounter. STEAM ELEMENTAL Steam elementals are the combination of positive energy and elernental water. They take the form of a cloud of steam. Hot or cold, a steam elemental can quickly wear down their opponents, exhausting them until they pass out. Not for resale, Permission granted to print or photocopy this document for personal use ASH ELEMENTAL Ash elementals are fire elementals with negative energy coursing through them They take on the form of a cloud of gray ash that leeches and absorbs all the heat from around them. Dust ELEMENTAL Dust elementals are earth elementals combined with negative energy. They appear as a raging dust storm, kicking up dirt and debris as they move about the world. Satt ELEMENTAL Salt elementals are negative-infused water elementals. They appear as a humanoid creature made of salt, and can decimate enemies made of water. Their pursuit of water can be turned upon them, as splashing them with or submerging them in water can gravely wound them. Voip ELEMENTAL Void elementals, also known as vacuum elementals, are beings of pure darkness; air elementals infused with negative energy. They are completely invisible in shadow, and can suck the oxygen from the air, making it difficult to breathe. Elementals Expanded LIGHTNING ELEMENTAL Large elemental, neutral Armor Class 13 Hit Points 102 (12d10 + 36) Speed o ft, fly 90 ft. (hover) STR DEX CON INT WIS CHA 14 (42) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 6 (-2) —— Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities lightning, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 5 (1,800 XP) Lightning 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. Metal Mastery. The elemental gains advantage on attacks against creatures who wear metal armor, or are made of metal. Creatures who wear metal armor, or are made of metal, suffer disadvantage on saving throws against the elemental's abilities. AcTIONS Multiattack. The elemental makes two strike attacks. Strike. Melee Weapon Attack: +6 to hit, reach 5 fe, one target. Hit: 12 (2d8 + 3) lightning damage. ‘Storm (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Dexterity saving throw. On a failure, the target takes 5 (1di0) lightning damage and is stunned until the end of the target's next turn. If the saving throw is successful, the target takes half the lightning damage and isn't stunned. Not for resale. Permission granted to print or photocopy this docurnent for personal use. MINERAL ELEMENTAL Large elemental, neutral Armor Class 17 (natural armor) Hit Points 126 (12dio + 60) Speed 30 ft., burrow 30 ft STR DEX CON INT WIS CHA 38 (44) 8 (4) 20 (45) 5 (3) 10 (+0) 7 (2) Damage Vulnerabilities acid Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft,, tremorsense 60 ft., passive Perception 10 Languages Terran Challenge s (1.800 XP) 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 Seige Monster. The elemental deals double damage to objects and structures. AcTIONS ‘Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 fi, one target. Hit: 13 (2d8 + 4) bludgeoning damage. Merge (recharge 4-6). The elemental can merge together with another mineral elemental, A merged elemental has the statistics of the larger elemental, with the following changes: increases one size category larger than the bigger elemental; its hit points are the sum of both individuals: and it deals one damage die more per attack of the bigger elemental. A spell of 2nd-level or higher that deals lightning damage and has a saving throw causes the elemental to seperate into the individual elementals of the merged elemental when it fails the saving throw. Upon the seperation, the remaining hit points are divided as evenly as possible between the two elementals. Only two elementals can merge at a time. Elementals Expanded RADIANCE ELEMENTAL Large elemental, neutral Armor Class 12 Hit Points 114 (12d10 + 48) Speed 0 fi., fly go ft (hover) ‘STR DEX CON INT WIS CHA 32 (41) 14 (42) 18 (+4) 6 (2) 10 (+0) 6 (-2) Damage Resistances fire, radiant, bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 5 (1,800 XP) —— Light 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 Mumination. The elemental sheds bright light in a Go-foot radius and dim light in an additional 60 feet. AcTIONS ‘Muttiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +5 to hit, reach 5 fi., one target. Hit: 11 (2d8 + 2) fire damage. Radiant Burst (Recharge 4-6). The elemental can let forth a beam of energy in one of 10 colors. Roll 1dio and consult the table to see what color, saving throw, and damage type it deals. The target must make a DC 15 saving throw. On a failure, the target takes 5 (1d10) of the listed damage and is stunned until the end Of its next turn. If the saving throw is successful, the target takes half the listed damage and isn't stunned dio Color Saving Throw Damage 1 Red Dexterity Fire 2 Orange Dexterity Acid 3 Yellow Dexterity Lightning 4 Green Poison 5 Blue Cold 6 Indigo Intelligence Psychic 7 Violet Constitution Thunder 3 White Wisdom Radiant 9 Black Constitution Necrotic 10. Gray Strength Force Not for resale. Permission granted to print or photocopy this document for personal use STEAM ELEMENTAL Medium elemental, neutral ‘Armor Class 12 Hit Points 90 (1adio + 24) Speed 0 ft, fly go ft. (hover) STR DEX CON INT WIS CHA 14g (+2) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 7 (2) ———— Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan, Ignan Challenge 5 (1,800 XP) Mist 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. If the elemental is surrounded by mist, clouds, fog, steam, or other water vapor, it gains the effects of an invisibility spell. The elemental possesses blindsight of 60 fect if within an arca that is at least lightly obscured by mist, clouds, fog, steam, or other water vapor. A steam elemental starts out dealing cold damage. If subjected to fire damage, the elemental switches to dealing fire damage subjected to cold damage, it returns to dealing cold damage, even though the elemental itself is immune to cold damage. ACTIONS ‘Multiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +5 to hit, reach 5 fe, one target. Hit: 11 (2d8+ 2) fire or cold damage Engulf (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Constitution saving throw. On a failure, the target gains one level of exhaustion as if subjected to Extreme Heat. Elementals Expanded ASH ELEMENTAL Large elemental, neutral Armor Class 11 Hit Points 114 (12di0 + 48) Speed 30 ft STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 18 (+4) 6 (2) 10 (+0) 6 (-2) Damage Vulnerabilities fire Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages ignan Challenge 5 (1,800 XP) ae Ash 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. Leeching Body. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1410) cold damage. AcTIONS pia Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 10 (2d8 + 1) cold damage. Heat Leech (Recharge 4-6). Each creature in the elemental’s space must make a DC 15, Constitution saving throw. On a failure, a target takes 5 (rdi0) cold damage and suffers the effect of slow spell until the end of its next turn, Ifthe saving throw is successful, the target takes half the cold damage and isn't slowed. Not for resale. Permission granted to print or photocopy this document for personal use. Dust ELEMENTAL Large elemental, neutral Armor Class 12 Hit Points 14 (1210 + 48) Speed 25 ft, fly 90 ft. (hover) STR DEX CON INT WIS CHA 14 (42) 14 (+2) 18 (44) 6 (-2) 10 (+0) 6 (-2) —— Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran, Terran Challenge 5 (1,800 XP) Dust 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, ACTIONS Multiattack. The elemental makes two slam attacks, Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit:11 (2d8 + 2) bludgeoning damage. Dust Storm (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Dexterity saving throw. On a failure, a target. takes 3 (1d6) bludgeoning damage and 3 (1d6) slashing damage, and is blinded until the end of its next turn. If the saving throw is successful, the target takes half the bludgeoning and slashing damage, and isn't blinded. Elementals Expanded SALT ELEMENTAL Large elemental, neutral Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed 30 ft STR DEX CON INT WIS CHA 17 (+3) 12 (41) 18 (+4) 6 (-2) 10 (+0) 6 (2) —— Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 5 (1,800 XP) ———————— Seige Monster. The elemental deals double damage to objects and structures. 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. ACTIONS Multiattack. The elemental makes two slam attacks. ‘Slam. Melee Weapon Attack: +6 to hit, reach 5 , one target. Hit: 12 (2d8 + 3) bludgeoning damage. Dessicating Touch (Recharge 4-6). The elemental touches a creature, draining some of the water from its body. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 5 (1di0) necrotic damage and gains one level of exhaustion. If the saving throw is successful, the target takes half the necrotic damage and isn’t exhausted. Not for resale, Permission granted to print or photocopy this document for personal use, VOID ELEMENTAL Large elemental, neutral Armor Class 12 Hit Points 102 (12d10 + 36) Speed 0 ft, fly go ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 6 (-2) —— Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 69 fi., passive Perception 10 Languages Auran Challenge 5 (1,800 XP) re Shadow Form. The elemental is completely invisible in areas of darkness and shadow. It gains the effects of an invisibility spell when in such areas. Darkvision sees through this invisibility. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 fi, one target. Hit: 12 (2d8 + 3) bludgeoning damage. Vacuum (Recharge 4-6). The clemental creates a vacuum, sucking in the air nearby. Ina 1o-foot wide, 60-foot long line, any creature caught in it must make a DC 14 Strength saving throw. On a failure, the target takes 5 (1dio) force damage and is pulled 30 feet closer to the elemental. Ifthe saving throw is successful, the target takes half the force damage and is only pulled 10 feet closer. Elementals Expanded PSEUDOELEMENTALS. Pseudoelementals are entities of elemental energy not fully of the universal elements of air, earth, fire, and water. They are either derivitives, or something else all together. They are beings of pure positive life energy, pure negative death energy, wood or metal. Metal Elemental Metal elementals are derivitives of the earth elemental. They take the humanoid form of a being made entirely of gleaming forged metal. They resent this form even more-so than typical elementals, and seek to destroy any metal they come across. Necative ENERGY ELEMENTAL Negative energy elementals are beings of pure negative energy. They appear as an amorphous blob of pulsing dark purple energy. They despise the living, and hunger for the life energy of living creatures. Positive ENERGY ELEMENTAL Positive energy elementals are beings of pure positive energy. They have the appearance of an amorphous blob of pulsing gold or green energy. They bring healing and life wherever they go, but this is also a double-edged sword, as too much can mean death. ‘Woop ELEMENTAL Wood elementals are a derivitive of earth elementals. They take the appearance of a humanoid made from wood and leaves, many being mistaken for treants. They are much more peaceful than other elementals, and willingly help druids defend nature. 9 Not for resale, Permission granted to print or photocopy this document for personal.use. Expanded Elementals 10 METAL ELEMENTAL Large elemental, neutral Armor Class 17 (natural armor) Hit Points 126 (12di0 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) ‘Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft, passive Perception 10 Languages Terran Challenge 5 (1,800 XP) ——— ‘Seige Monster. The elemental deals double damage to objects and structures. Electric Susceptibility. |f the elemental takes lightning damage, its speed is reduced by 20 feet until the end of its next tun. AcTIONS ‘Multiattack. The clemental makes two claw attacks. (Claw. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage. Rusting Touch. The elemental corrodes a ferrous metal object it can see within reach. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 10 Dexterity saving throw to avoid the touch. Ona failure, if the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and ‘cumulative 1 penalty to damage rolls. If its penalty drops to -s, the weapon is destroyed. If the item is magical, it has advantage on this saving throw. Not for resale. Permission granted to print or photocopy this document for personal use. NEGATIVE ENERGY ELEMENTAL Large elemental, neutral ‘Armor Class 10 Hit Points 126 (radio + 60) Speed 30 ft STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 20 (+5) 5 (-3) 10 (+0) 7 (-2) ‘Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan, Auran, Ignan, Terran, Undercommon Challenge 5 (1,800 XP) ‘Death Incarnate. 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. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage. Healing Susceptibility. The clerental takes damage from healing spells equal to half of the hit points that would be healed. ACTIONS ‘Multiattack. The elemental makes wo slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 R., one target. Hit: 12 (2d8 + 3) necrotic damage Death's Embrace (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 12 (2d8 + 3) necrotic damage. If it is Large or smaller, it is also grappled (escape OC 11). Until this grapple ends, the target is restrained. 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 a time. At the start of each of the elemental’s turns, each target grappled by it takes 12 (2d8 + 3) necrotic 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 check and succeeding, Elementals Expanded POSITIVE ENERGY ELEMENTAL Large elemental, neutral ‘Armor Class 1 Hit Points 126 (12dio + 60) Speed 30 fi. STR DEX CON INT WIS CHA 14 (42) 12 (+1) 20 (45) 5 (3) 10 (+0) 8 (1) Damage Vulnerabilities necrotic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities radiant, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan, Auran, Celestial, Ignan, Terran Challenge 5 (1,800 XP) —————— Life Incarnate. 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. A creature that touches the elernental or hits it with a melee attack while within 5 feet of it gains 5 (1d10) temporary hit points. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters 2 creature's space on a turn, that creature gains 5 (1d10) temporary hit points and is covered in an ectoplasm-like substance; until someone takes an action to clear the substance, the creature gains 5 (1d10) temporary hit points at the start of each of its turns. Too Much of a Good Thing. The healing properties of the elemental is a double-edged sword. Ifa creature gains temporary hit points from the elemental equal to the creature's maximum hit points, the target must make a DC 16 Constitution saving throw. On a failure, the target falls to the ground dying from the excess life energy coursing through its body. and must start making death saving throws. If the initial saving throw is successful, the target Instead takes 5 (1d10) points of radiant damage and loses all of the temporary hit points they had gained ACTIONS ‘Multiattack. The elemental makes two slam attacks ‘Slam. Melee Weapon Attack: +5 to hit, reach 5 fi., one target. Hit: 9 (2d6 + 2) temporary hit points gained, Not for resale. Permission granted to print or photocopy this document for personal use. WoOoD ELEMENTAL Large elemental, neutral Armor Class 16 (natural armor) Hit Points 126 (radio + 60) Speed 30 ft ‘STR DEX CON INT WIS CHA 18 (+4) 8 (1) 20 (+5) 5 (3) 10 (+0) 7 (2) Damage Vulnerabilities fire Damage Resistances lightning; bludgeoning, rcing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Sylvan, Terran Challenge 5 (1,800 XP) Woodland Stride. The elemental can move through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Seige Monster. The elemental deals double damage to objects and structures. ACTIONS ‘Multiattack. The elemental makes two slam attacks. ‘Slam. Melee Weapon Attack: +7 to hit, reach § ft., one target. Hit: 13 (248 + 4) bludgeoning damage. Entangling Roots (Recharge 4-6). The elemental roots itself to the ground, reducing its movernent speed to 0, and also gaining immunity to forced movernent such as a bull rush. The elernental creates an effect similar to an entangle spell centered on the elemental. Creatures within 20 feet of the elemental must make 2 DC 15 Strength saving throw. On a failure, the target is restrained by the roots for two tums. A creature restrained by these roots can use its action to make a DC 15 Strength check. On a success, it frees itself These roots do not make the area rough terrain u Elementals Expanded

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