Tiny Elemental, Neutral
Armor Class 15 17 if it’s a cold form
Hit Points 15 (2d8 + 10)
Speed 30 ft., Fly 30 ft., Burrow 10 ft., Climb 5 ft.
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Draconic and primordial, cannot speak. Psychic Breathamentals can use telepathy and innately know Deep speech, primordial, and Draconic.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Chromatic form. When created, the animated breath takes one of many forms, matching its creator’s breath weapon: Acid, cold, fire, lightning, poison, Steam, force,  (gravitational force), radiant, psychic, Thunder, and necrotic. This form determines the creature’s AC, damage resistance traits, and attacks. 

Fire Aura (Fire form only). At the start of each of the Breathamental‘s turns, each creature within 3 feet of it takes 3 (1d6) fire damage and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the Breathamental or hits it with a melee attack takes 3 (1d6) fire damage. The fire Breathamental can choose to moderate the level of heat it exudes so as not to cause damage or burn things if it wishes, becoming not so much animated fire as animated embers. 

Putrid aura (Acid and poison forms only). A creature that starts it’s turn within 3 feet of the acid/poison Breathamental must succeed on a DC 12 constitution saving throw or be poisoned until the start of its next turn. A creature that hits or touches the acid/poison Breathamental takes 3 (1d6) acid damage. 

Gravitational aura (force form only). The force Breathamental exudes a gravitational aura. Anything within three feet of itself must make a DC 12 strength saving throw. If they succeed, their speed is halved, if they fail, their speed becomes zero. Regardless of it’s form, a force Breathamental can fly by manipulating their own gravity. Add the flying speed of 30 to all force Breathamentals regardless of their form. 

Radiant aura (Radiant form only). The radiant Breathamental exudes a radiant aura within three feet of itself. Allie’s within three feet are healed for 3 (1d6) damage, and enemies are harmed for 3( 1d6) radiant damage. 

Psychic aura (Psychic form only). The psychic Breathamental can fly 30 feet by using psychic energy regardless of form. Any creature within three feet of the Breathamental must make a DC 12 intelligence saving throw or become incapacitated by a headache. Psychic Breathamentals have a 15 in intelligence and can speak telepathically. They can learn multiple languages, but only innately know deep speech, primordial, and Draconic. 

Necrotic aura (necrotic form). A creature that starts it’s turn within 3 feet of the necrotic Breathamental takes 3 (1d6) necrotic damage. If a creature dies from this, the necrotic Breathamental absorbs it’s life energy and goes back to full health. 

Steam aura (Steam form). A creature that starts it’s turn within 3 feet of the Steam Breathamental takes 3 (1d6) fire damage. The steam Breathamental can take a gaseous form and fly thirty feet regardless of its form. The steam Breathamental can occupy the same space as solid objects and appear as wispy animalistic creatures. 

Psionic conduit. The Breathamental conveys a constant stream of what they’re seeing and hearing to their creator, but their creator can only perceive it when they’re asleep as a dream. The more Breathamentals doing this, the harder it is to gain any useful information. One singular Breathamental conveys its information perfectly, however. 

One way link. Breathamentals have a connection to their creator. If their creator dies, they die along with them. However, their creator suffers no ill effects should a Breathamental be killed. 

Various forms. The Breathamentals usually take the form of small birds, cats, dogs, reptiles, or drakes. Bird or drake Breathamentals gain a flying speed of thirty feet, small cats, dogs, and reptiles get a burrowing speed of 10 feet, and cat and reptile Breathamentals gain a climbing speed of five feet. 

Resistance. Breathamentals are only resistant to the element they are comprised of. 

Environment wreckers: Breathamentals affect the environment, even though they’re so tiny. Fire Breathamentals can accidently cause fires, even though they intentionally keep themselves at a lower temperature unless needed, and poison and acid Breathamentals can poison bodies of water and plants by touching them. Cold Breathamentals freeze any water they touch, although not entire bodies of water at a time, and they kill plants and small creatures by accident. Necrotic Breathamentals kill any plants or small animals they touch. However, Breathamentals naturally know they are destructive and limit their power intentionally so as to preserve balance unless they need to defend themselves. 

Actions

Multiattack. The Breathamental makes two attacks.

Peck. The Breathamental, in the form of a bird, makes a peck attack on the target. This does 1d4 bludgeoning damage and 1d6 damage of it’s elemental type. 

Slash. The Breathamental, in the form of a small mammal, reptile, or drake, makes a slash attack on the target. This does 1d4 slashing damage and 1d6 damage of it’s elemental type. 

Breath weapon (Recharge 5-6). The breathamental, in the form of a drake, exudes either acid, cold, fire, lightning, poison damage, or Steam, force,  (gravitational force), radiant, psychic, Thunder, and necrotic damage. This comes out as a cloud in a 5 foot radius from the mouth of the drake. The target must make a DC 12 constitution saving throw or take 1d12 damage of the Breathamental’s type. 

Gravitational pull or push (Force form only). The force Breathamental either pushes or pulls a target away or towards itself within a fifty feet radius. It can push or pull the target anywhere in this radius. If the target is unwilling, they have to make a DC 15 strength saving throw. 

Heating pulse or brilliant beam (Radiant form only). The radiant Breathamental chooses a target and emits a beam of energy within a 15 foot line. If it is targeting an ally, the ally is healed for 1d12 damage. If it is targeting an enemy, the enemy takes 1d12 radiant damage and becomes blinded for 1d4 turns. 

Psychic boom (Psychic form only). The psychic Breathamental, when threatened, emits a psychic boom in a 10 foot radius around itself. The targets must make a DC 13 intelligence saving throw or take 3 (1d6) psychic damage and become incapacitated by a headache. 

BOOM! BOOM BOOM! (Thunder form only). The Thunder Breathamental screams loudly. Any creature in a fifty foot radius must make a DC 15 constitution saving throw or become incapacitated. If they succeed, they are not incapacitated and take half damage. If they fail, they become incapacitated and take 1d12 Thunder damage. 

 

Bonus Actions

Lightning burst (Lightning form only). The The Breathamental magically teleports to an unoccupied space it can see within 10 feet of it. Each creature within 3 feet of the The Breathamental after it teleports takes 3 (1d6) Lightning damage. 

Description

Breathamental:

When a sleeping dragon is powerful enough, they can create an elemental or dozen with their breath weapon. These elementals are small, songbird to cat sized, and maintain a psychic link to the dragon. The dragon sees what they see and heard what they hear whenever the dragon goes to sleep in the form of dreams. If the dragon is aware of the existence of these Breathamentals, they hire an interpreter, usually a Fey or neutral or evil celestial, to make sense of the information they get. The lazier the dragon, the more sense they can make of these dreams without the need of an interpreter, as they’re more connected to their Breathamentals. 

Breathamentals, unlike other elementals, act much like dragons in that they need to hunt to survive. They hunt small mammals, fish, birds, and insects, and make small lairs where they hoard treasure relating to their element. Psychic Breathamentals are the only Breathamentals with sapience. A Breathamental has a natural instinct to preserve their environment not because they’re nice (except radiant Breathamentals) but because they instinctively know that if they destroy their environment, they won’t have useful intel for their creator, and they won’t have anything left to hunt so they can survive. 

Breathamentals obey their creator if the creator finds out they exist and tracks them down in order to take direct control. 

Drakes can create Breathamentals like their larger brethren, but the more animalistic drake’s minds are weaker and cannot handle the impact of the psychic visions they get in their dreams, causing them to go mad and get themselves killed. Because the Breathamentals have a one way link, they die with their creator, thus stopping the world from being overrun with Breathamentals from the lesser dragons. 

A dragon turtle can create both fire and cold Breathamentals because of their steam breath, which combines hot and cold. In rare instances, they can create a steam Breathamental. 

Breathamental chart:

Black dragon/Copper dragon/Drakon/Vine drake/Peluda drake: Acid Breathamental 

Blue dragon/Bronze/Dragon eel/Imperial dragon: Lightning Breathamental 

Green dragon/Cave dragon/Alehouse drake/Crater drake/Diminution drake/Spider drake: Poison Breathamental

Red dragon/Brass dragon/Gold dragon/Dragon turtle/Flame dragon/Void dragon/Ash drake/Crimson drake/Star drake/Zmey/Boreal dragon/Hoard drake/Liminal drake/Forest drake: Fire Breathamental 

White dragon/Silver dragon/Sea serpent/Dragon turtle/Sea dragon/Elder shadow drake/Star drake/Hoarfrost drake: Cold Breathamental 

Amethyst dragon/Eyedrake/Wasteland dragon: Force Breathamental 

Crystal dragon/Moonstone dragon/Void dragon/Liminal drake/Light dragon/Moon drake: Radiant Breathamental 

Deep dragon/Emerald dragon: Psychic Breathamental 

Saphire dragon: Thunder Breathamental 

Topaz dragon/Deep drake/Vent linnorm/Skull drake: Necrotic Breathamental 

Dragon turtle/Bathhouse drake/Peluda drake: Steam Breathamental 

Ghost dragon: The Breathamental of their element from when they were alive

Odd dragons:

Mithral dragons 

Wind dragons 

 

Previous Versions

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Monster Tags: Elemental

Huggletime

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