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 5 (1d10) 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.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
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.
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 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.
Description
A faint humanoid shape shows in a fire elemental’s capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders.
The difference between you moving over water and water moving over you is the difference between a miracle and a shower.
here's a good kombo just take a iron golem and one or more fire elementals and you got a hard encounter
Another hostile creature would be incapable of moving through the elemental's space, correct? It says it "can enter a hostile creature's space and stop there," but that wouldn't allow someone else to move into it, would it?
It takes damage when it's splashed by water, but technically it takes no damage from being submerged in water as long as it doesn't actually move through it.
So I suggest also making it take 15 points of cold damage if it ends its turn while under water, and increasing the damage it takes for moving through water to 3 points per 5 ft. That gives it good reason to not enter water, and to stay close to the surface if it does.
A monster that will take damage by getting splashed with a gallon shouldn't be basically fine to fight submerged in it.
1`
If the elemental is wearing armour?
I've had an idea for a type of golem which makes a type of elemental, which is lost from the elemental plane, and wanders into the mortal planes, which it is too weak to sustain itself, so it builds itself a form, known as a golem husk. When it is built, it can transfer it's own soul into the husk to turn it into an elemental golem, which for example, fire elementals, would have a charcoal black head with a charcoal grey body, and would weild a weapon like a Firey Glaive. I hope you guys like this suggestion, and if you use it, thank you!
I have a question on this, as the Laws of gravity don't work as per my DM. him being a 25 year DM professional
I wanted to pole vault onto an Orc priest and knock him prone since he was facing away from me but when I place my pole vault down I stop, no more movement. Wouldn't it be the same work with a tide wave? once it touched the elemental it would stop unless it was a continuous wave.
If anyone else is coming to this comment section trying to figure out how it would interact with water spells, I can provide a simple alternative to trying to figure out all the water. Give it disadvantage on the save, vulnerability to the damage, or both. And for anything that doesn't do damage, maybe have it do 1d12 + an amount of d12 equal to spell level (making cantrips 1d12) Also for tidal wave, the Water Susceptibility trait says: For every 5 feet the elemental moves in water... With that in mind, and tidal wave being a 30x10 line, that would make it 12 extra fire damage (6x2 area of 5 foot cubes)
This is terrifying on moon druid combined with armour of agathys from rune shaper and the blade ward cantrip if the enemy has magic weapons, if they don't it is even more OP, cast armour of agathys at max level when trouble seems to be close, wild shape as bonus action when the enemy arrives and then just walk through the enemy army, everyone you get near takes 1d10 damage and needs to either burn their action or keep taking that damage endlessly, every time someone hits you with an opportunity attack they take 25 cold damage from AoA, 30 when you hit level 11 and because opportunity attacks are melee weapon attacks you have resistance and take half damage from them, until you take 50 effective damage from those opportunity attacks you will keep AoA up, with a 10 damage opportunity attack that is 5 hits before you lose AoA, which amounts to having dealt 125 damage and given yourself 50 temp hp with a single level 5 spell slot, and at level 11 this increases to 60 temp hp and 6 hits for a total of 180 damage, plus every single other enemy you got close to with your 50 foot move speed takes 1d10 damage every turn with no save and no attack roll until they burn an entire action to stop it. Best of all you did all that damage with your bonus action and movement in combat, (assuming no magic weapons and no need to cast blade ward) leaving your action free to either dash and do it again if there are any enemies still not on fire or make a touch attack or take the dodge action. Then if they don't put themselves out you can just keep hitting them with the touch attacks on following turns, or if they do then you take the disengage action because you have lost AoA and don't want to get hit any more and just walk through the enemy army again, repeat as necessary or until you take a total of 254 damage assuming resistance to all incoming attacks. Obviously this is not as good against spellcasters but you're a druid, hit them with sleetstorm and they are basically ****ed, now feel free to pound enemy spellcasters at a range using find familiar from a spell scroll or magic item or the magic initiate feat to allow you to see them from behind the cover. You don't need wildshape forms to deal with spellcasters and this combo is horrifically dangerous against a horde of melee enemies which is something druids are generally weak at due to the duration based concentration damage spells that take too long to kill enemies unless you can combine them with battlefield control, which may not be possible on all battlefields.
What would happen if you use a wind spell on it
Couldn’t you instakill a fire elemental using the spell pyrotechnics?
I'm thinking of running this thing with some kind of fire-lob attack, in the event its 50 speed somehow can't reach a player either via fly speed or monk shenanigans
A large mass of ambulatory flame races across the ground, seeming to flicker and spark from a central, humanoid-shaped conflagration. Like a living inferno, the fire-creature’s burning dance of heat and flame brings it ever closer. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders.
Hoping to get an opinion on something related to the fire form of a fire elemental.
Question is, as a fire elemental... does entering the space of a creature that is already on fire deal another 1d10 fire damage?
:)
If you turn into ancient white dragon with shapechange after casting armor of Agathys at 8th level, you'd deal 40 cold damage to the things that hit you and have 333 temp HP.