Huge Elemental, Neutral
Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 0 ft., burrow 30 ft., fly 60 ft. (hover)
STR
17 (+3)
DEX
19 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +8, CON +8
Damage Resistances Cold, Lightning, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 120 ft., Passive Perception 10
Languages Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Searing Sand Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. 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 5 (1d10) fire damage and must make a DC 18 Constitution saving throw. A creature that ends its turn inside the elemental's space also takes 5 (1d10) fire damage and must make the saving throw.

On a failed saving throw, a creature takes 9 (2d8) necrotic damage and it is blinded for 1 minute. A creature repeats the saving throw at the end of each of its turns, taking no damage on a failure but ending the blindness on a successful save.

Magic Weapons. The elemental's weapon attacks are magical.

Dehydration. Creatures and objects with resistance or immunity to fire damage also have resistance or immunity (respectively) to necrotic damage dealt by the elemental. Constructs, undead, and creatures or objects that are submerged in water are also immune to this damage. However, plants and water elementals have disadvantage on Constitution saving throws caused by the elemental, and it deals maximum necrotic damage to plants.

Water Vulnerability. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 2 necrotic damage.

Tri-Nature. The elemental counts as an elemental of the air, earth, and fire sub-types (primary fire).

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) fire damage and the target must make a DC 18 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save or half as much damage on a success.

Desiccate (Recharge 4–6). The elemental swells with heat and saps moisture from everything inside it. Creatures and plants inside the elemental's space must make a DC 18 Constitution saving throw. On a failed save, a creature takes 13 (3d8) fire damage and 22 (5d8) necrotic damage, it gains one level of exhaustion, and it is poisoned until the start of the elemental's next turn. On a success, it takes half as much damage and suffers no other effects.

Any nonmagical plants in the elemental's space that aren’t creatures, such as trees or shrubs, don't make a saving throw; they simply wither and die. Exhaustion caused by this ability can be removed by finishing a short or long rest with ample re-hydration.

Description

A drought elemental looks like a larger sand elemental filled with swirling ashes, smoke, and hot air. Its body is a void of moisture, and its very touch drains the water from creatures and objects alike, dessicating them with horrifying speed. Hardiness against the searing heat will offer some protection from this dehydration, but even a fire giant has plenty to fear from these elementals.

In combat, a drought elemental seeks to chase down its foes and envelop them at nearly any cost. It lacks any ranged attacks or abilities, but if it can't chase down its opponents, it rises in the sky and seeks to escape bolts and arrows by leaving their range, or burrows into the ground to find a concealed path to reach the attackers. It always tries to blind its targets by crashing into them before it strikes, and it enjoys desiccating large groups.

Drought elementals are composed of fire, air, and earth, with only the element of water missing. This flaw results in the drought elemental's nature. Not only does it struggle to harm those immersed in water, any contact with water results in the elemental's body vanishing into the water, dissolved like sugar. These elementals thusly despise water and anyone or anything which spreads it or relies on it to survive.

Hybrid Elementals

The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements.

Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements.

Monster Tags: Elemental

Habitat: DesertGrasslandMountainUnderdark

BenevolentEvil

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