Large Elemental, Lawful Evil
Armor Class 14 (Natural Armor)
Hit Points 105 (14d10 + 28)
Speed 25 ft.
STR
10 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws DEX +6, INT +5
Damage Vulnerabilities Fire, Slashing
Damage Resistances Bludgeoning from non magical attacks
Damage Immunities Poison
Senses Passive Perception 10
Languages Common (Understands but can’t speak), Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Currency Form. The elemental can move through a space as narrow as 1 inch wide without squeezing, so long as it uses it full movement to do so.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 necrotic damage.

Insatiable Greed. The elemental can sense the presence of currency within 1,000 feet of itself. It can determine which location has the greatest amount of currency and can sense the direction to that site. If the currency is being moved, it knows the direction of the movement. It can’t locate currency if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the currency.

False Appearance. While motionless, the elemental is indistinguishable from an ordinary mess of paper and notes.

Death Throes. When the elemental dies, it shoots all currency it has collected in its core in all directions. As long as that number is greater than seven, each creature within 10 feet of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) bludgeoning damage, or half as much on a successful save.

Actions

Multiattack. The elemental makes two Papercut attacks.

Papercut. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature with vital fluid, it is cut. Until a creature takes an action to bind the cut or the creature receives healing, the target takes 5 (1d10) necrotic damage at the start of each of its turns for 1 minute.

Trickle Up (Recharge 5/6). The elemental attempts to take the money of a creature within range. That creature must make a DC 13 Intelligence saving throw. If that creature is a player character and that player has less than 2,000 currency of any kind in a bank account, they have disadvantage on this save. On a failed save, the target takes 22 (4d10) psychic damage and is stunned until the end of its next turn and 3d6 of the highest currency denomination that the creature is carrying is magically transported into the elemental’s core, where it is used for lobbying (destroyed) after 3 days. A creature that succeeds on its save takes half damage, isn’t stunned, and only loses half that number of currency. A creature with an Intelligence of 10 or lower automatically fails this saving throw.

Description

A jumbled mass of currency and papers, the capitalism elemental is the manifestation of greed and exploitation in a market society. They appear most often around those of grotesque wealth, and can be hired by such (at a reasonable rate, of course) to serve their every whim. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2022 8:40:00 PM
10
0
1
Coming Soon
4/9/2024 11:41:40 PM
39
5
1.1
Coming Soon

Monster Tags: Elemental

Habitat: Urban

MilestoGo_24

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