Tiny Elemental, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 26 (4d4 + 16)
Speed 20 ft., burrow 40 ft., fly 40 ft.
STR
13 (+1)
DEX
15 (+2)
CON
19 (+4)
INT
6 (-2)
WIS
8 (-1)
CHA
9 (-1)
Skills Stealth +4, Survival +1
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 15 ft., Passive Perception 9
Languages Terran
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Powerful Build. The spirit counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Earthen Nature. The spirit's elemental subtype is earth.

Pit Traps. Once per turn when it burrows into or out of ground made from loose earth or stone, the spirit can create a mound of soft, mushy dirt: a pit trap. It can use its action on any of its turns to hide a pit trap that it touches. A creature must succeed on a DC 14 Wisdom (Perception) check to notice a hidden pit trap before walking upon it. When a creature walks on a pit trap, the creature is affected by the spirit's bury action as if the spirit had used its action and touched the creature, and the pit trap becomes normal ground again.

When it is encountered, the spirit happens to be surrounded by 1d4 pit traps already hidden in random locations on the ground within 30 feet of it.

 

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Bury. The ground churns beneath one creature or object in or on the ground that the spirit touches. If it is a creature, it must succeed on a DC 12 Dexterity saving throw to prevent the effect. If it fails or it is an object, it magically sinks 2 feet into the ground.

A creature that sinks in this way is restrained; if its head is still above the ground, it can attempt to escape as if it were grappled against a DC equal to 10 + 1 for every foot beneath the ground it has sunk. A creature that sinks beneath its arms can't make weapon attacks or use somatic components, and if it sinks entirely beneath the ground, it is buried until it escapes and it has disadvantage on any ability checks it makes to escape.

Description

Burying spirits emerge from the earth, flying on trails of dust and sand. When they burrow, they leave mounds of dirt in their wake that conceal devious pit traps formed from the unstable tunnels they dig. Everywhere they go, they leave dust, dirt, grime, and other residues behind, soiling clean surfaces and ruining food and drink.

True to their name, burying spirits love to steal things from humanoids and bury them underground. The more strange, unfamiliar, or rare the object is, the more fun it is for the spirit to bury. These spirits rarely have much interest in digging things back up, of course. Some burying spirits have even tried to bury sleeping people!

Elemental Spirits

Smaller than the usual elemental, these spirits can be found not only wandering the Elemental Planes that they spawn from, but also the Feywild, Shadowfell, and Material Planes. While they are plentiful in their native planes, any encounter with these spirits outside of the Elemental Planes is rare and often cherished.

Not Quite Genie. Elemental spirits are usually born when the soul of a sentient living creature melds with the primordial matter of an elemental plane and fails to manifest as a genie. The soul loses all characteristics in this magical rebirth. Since such manifestations are very rare, some say that there are as many as a thousand elemental spirits born for every genie that manifests. Spirits can even be born outside the Elemental Planes in places that resemble those planes, where a genie would never be able to manifest. They may appear in quarries, rivers, campfires, etc.

Capricious and Playful. Elemental spirits adore fun and whimsy. Since they don't need to eat or rest, they spend nearly all their time playing with each other when they aren't hiding from the world around them. These spirits flit from activity to activity, rarely staying still, and they are fascinated by anything they haven't seen before. They often make off with objects from humanoid settlements to entertain themselves. Many an adventuring group have awoken from a rest to find their campsite soaked in water, filled with recently dug holes, on fire, or scattered to the winds by these mischievous spirits.

Unreliable Servants. While they are much easier to summon than normal elementals and especially genies, these spirits are notoriously difficult to control. Their ability to hide and infiltrate small spaces makes them potentially excellent servants for many mages, but these benefits must be balanced against the certainty that some orders will be misunderstood or even willfully ignored. Still, making friends with these spirits can be worthwhile. They are difficult to understand and so they can be a challenge to please, but they form very strong bonds and always remember their friends.

Elemental Nature. Elemental spirits don't require air, food, drink, or sleep.

Monster Tags: Elemental

Habitat: DesertHillMountainUnderdark

BenevolentEvil

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