Large Elemental, Neutral
Armor Class 13 (natural armor)
Hit Points 104 (12d10 + 38)
Speed 50 ft.
STR
11 (+0)
DEX
15 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
11 (+0)
CHA
8 (-1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Ignan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ash Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that hits the elemental with a melee attack while within 5 feet of it must succeed on a DC 14 Constitution saving throw or become blinded until the end of their next turn.

Combustible. If the Ash Elemental takes fire damage, it deals an extra 5 (1d10) fire damage with its melee attacks during its next turn. If the elemental is killed by fire damage, it transforms into a fire elemental with 4d10 current hit points.

Actions

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. On hit: 13 (2d10 + 2) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure, they become blinded until the end of their next turn.

Puff (Recharge 6). The elemental causes ash to puff out from its body in a cloud. Creatures within 10 feet of the elemental must make a DC 14 Constitution saving throw; on a failure, they become blinded until the end of their next turn.

Description

Ash elementals are a rare sight, usually rising from the wake of a fire elementals' destruction. They are vaguely humanoid piles of ash, blinding and choking all those around them with their bodies.

Habitat: Desert

ThreeBugs

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