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.
Cooling. If the spirit takes cold damage, it partially cools and stiffens; its speed is reduced by 10 feet and the fire damage it deals is reduced by half until the end of its next turn.
Heated Body. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Illumination. The spirit sheds dim light in a 5-foot radius.
Water Susceptibility. For every 5 feet the spirit moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Dual Nature. The spirit counts as an elemental of both the earth and fire sub-types (primary earth).
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage.
Description
Slag spirits are thusly named because they are usually found in among the forges of smiths and glassblowers, though they are exceedingly rare. These spirits can also be native to volcanoes and to the border realm between the Elemental Planes of Earth and Fire.
These molten spirits, which slide along the ground or float like a bubble, are made of heated metal that never cools while they live. Some believe, however, that a slag spirit can be shaped into a tool or weapon made of metal using the same smithing techniques as would be used for any piece of molten metal. This horrific act is completed by slaying the spirit with icy water, forever cooling it and creating a metal that is stronger than any steel and boosts the power of enchantments upon it. But what kind of monster would commit such torture upon an innocent soul just to see if the tales are true?
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.
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