Smoke Form. The elemental move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The creature takes 4 (1d6) fire damage and 3 (1d4) poison at the start of its turn. If a creature ends its turn within the elemental then they must make a DC 13 Constitution saving throw. If the creature fails this saving throw then they suffer 1 point of exhaustion.
Hidden Danger. The elemental can make Dexterity (Stealth) checks when in ruins or volcanic terrain at advantage.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) fire damage and 7 (1d4 + 4) poison.
Acrid Fumes (Recharge 4-6). The Ash elemental briefly expands filling the nearby area with acrid fumes. All creatures within 5 ft of the elemental must make a DC 13 Constiution saving throw, dealing 4 (1d6) fire damage and 3 (1d4) poison damage or half as much if they succeed. If a creature fails this saving throw they suffer 1 point of exhaustion.
Description
Ash Elementals can be born out of the ashfall of volcanoes or the smoking ruins of buildings after a fire. They are known to hide amidst such places and stike out at any traveler foolish enough to venture too close.
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