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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 EXPANDEDPARAELEMENTALS
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.
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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 ExpandedIce 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.
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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 ExpandedMuD 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
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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 ExpandedQuasi 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.
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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 ExpandedLIGHTNING 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.
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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 ExpandedRADIANCE 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
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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 ExpandedASH 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.
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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 ExpandedSALT 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.
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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 ExpandedPSEUDOELEMENTALS.
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
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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.
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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 ExpandedPOSITIVE 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,
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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