Medium Or Small Elemental, Typically Chaotic Evil
Armor Class 9
Hit Points 20 (4d8 + 2)
Speed 25 ft., Climb 25 ft.
STR
14 (+2)
DEX
8 (-1)
CON
12 (+1)
INT
9 (-1)
WIS
6 (-2)
CHA
10 (+0)
Saving Throws CON +3
Skills Athletics +4
Damage Vulnerabilities Radiant, Slashing
Damage Resistances Bludgeoning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 25 ft., Passive Perception 8
Languages Abyssal Understands, Infernal Understands Can't speak out side of gargled words, understands languages known before corruption.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Death Burst. When the Corrupted Elementalite  dies, it explodes in a burst of magic and force. Each creature and object not worn or carried within 10 feet of it must then succeed on a DC 10 Constitution saving throw or take 3 (1d6) Thunder and 3 (1d6) Force damage, half as much on a successful save.

Demonic Nature. The Corrupted Elementalite has advantage on Charisma (Intimidation) checks. The Corrupted Elementalite is also considered a Fiend creature along with it's Elemental type.

Healing Sickness. If a Corrupted Elementalite gets a healing spelled cast on it, it deals half the healing to the Corrupted Elementalite as Necrotic Damage. Additionally casting either Lesser Restoration or Greater Restoration will put them to 0 hit points and stable, they do not activate their Death Burst ability and will start to cure them of the corruption.

Innate Spellcasting (1/Day). The Corrupted Elementalite can innately cast Earth Tremor and Hunter's Mark, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Elemental Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) either Acid or Poison damage.

Corruption Cough (Recharge 5-6). The Corrupted Elementalite exhales a bit of the magic corrupting it onto a creatures within 5ft. of it. Each creature in that area must succeed on a DC 9 Wisdom saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Elemental Creatures have disadvantage on the saving throw.
If an elemental of Challenge rating 1/2 or lower is charmed for the full minute, at the end of the minute they must succeed on a DC 14 Wisdom Saving Throw or become a Corrupted Elementalite  themselves

Reactions

Corruption Contagion. When Corrupted Elementalite is hit with a melee attack it can use its reaction to set seeds of doubt into the attacker. The attacker must make a DC 13 Constitution saving throw, on failure they will have disadvantage on their next saving throw they make.

Description

   A Corrupted Elementalite is a lower level Elemental that was forcefully corrupted by fiendish powers. They are considered lower than that of the most low level demons or devils in their respective hierarchies. They're grunts made to carry out two tasks, those being corrupt other weaker elementals, and do what they're told.
   Brutes in nature they stammer loudly making it very hard to just send in one of them to be able to spread their corruption, but due to their destructive natures some demons and devils will send them in solo as distractions for bigger invasions, or a suicide bombers just to cause chaos and damage. 
   There is a cure for a Corrupted Elementalite simply casting Lesser Restoration on them will Knock them unconscious as start a week long coma where the corruption fully dissipates. This process is decreased by 2 days for each spell slot casted above 2nd, to a minimum of 1 day. The process will only last an hour if the spell Greater Restoration is cast on them at any spell level. Although when the cured elemental will wake up docile and remember most what it had done through it, it wont be able to fully remember who it was that corrupted them, only what their simple orders were. 

Previous Versions

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5/2/2024 5:34:54 PM
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