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 5 (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 11 (1d10 + 6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Fire Form - Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
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. The first time it enters a creature's space on a turn, that creature takes 8 (1d4 + 6) acid damage.
Earth Glide. The elemental can burrow through magical and nonmagical, unworked earth. While doing so, the elemental doesn't disturb the material it moves through. The first time it enters a creature's space on a turn, that creature takes 9 (1d6 + 6) bludgeoning damage.
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. The first time it enters a creature's space on a turn, that creature takes 8 (1d4 + 6) bludgeoning damage.
Multiattack. The elemental uses it's grapple attack and then makes four melee attacks, one with it's fire touch, one with it's water slam, one with it's earth slam and one with its air slam. It can use it's water whelm instead of it's water slam. It can use it's whirlwind instead of it's air slam. It cannot use water whelm and whirlwind in the same turn.
Fire Touch. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d10 + 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 5 (1d10) fire damage at the start of each of its turns.
Water Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 15 (5d4 + 3) acid damage.
Water Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 14 (4d4 + 6) acid damage. If it is Large or smaller, it is also grappled (escape DC 16). 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 one time. At the start of each of the elemental's turns, each target grappled by it takes 18 (1d4 acid + 1d4 bludgeoning + 1d6 bludgeoning + 1d10 fire + 6) 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 16 Strength and succeeding.
Earth Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (3d6 + 3) bludgeoning damage.
Air Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 14 (5d4 + 3) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 15 (4d4 + 6) 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 3 (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 16 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.
Grapple. The Chaos Elemental attempts to grapple 2 medium or smaller creatures or 1 large creature
Previous Versions
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7/23/2020 11:15:57 AM
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Coming Soon
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