Large Elemental, Neutral
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft.
STR
16 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Ignan, Terran
Challenge 6 (2,300 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 touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1d8) fire damage. A creature that ends its turn inside the elemental's space also takes 4 (1d8) fire damage.

Slow Fall/Rise. The elemental falls at a rate of only 60 feet per round and takes no damage from falls. While the elemental is in extremely hot environments it also has a flying speed of 15 feet and can hover.

Dual Nature. The elemental counts as an elemental of both the earth and fire sub-types (primary fire).

Actions

Multiattack. The elemental makes three Touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage.

Ash Flurry (Recharge 4–6). Each creature within 5 feet of the elemental must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) fire damage, or half as much damage on a success. In addition, the area of effect is heavily obscured by searing ash until the start of the elemental's next turn. Any creature that ends its turn in the area takes 4 (1d8) fire damage.

Description

An ash elemental, composed of fire and earth, rolls across the ground as a searing hot mound of ashes, dust, and cinders. Almost as hot as a fire elemental but incapable of starting as many blazes, the ash elemental still leaves a grimy, burning trail in its wake. At times, it may spin in a sudden flurry of cinders, tossing up a cloud of hot dust and ash around it as a defense.

These elementals are often flung across the sky by volcanic eruptions. Almost as light as air and capable of flying upon heated air, ash elementals float slowly to the ground across the nearby region. They can also emerge from the ashes of huge fires, both in cities and the wild.

Hybrid Elementals

The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements.

Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements.

Monster Tags: Elemental

Habitat: DesertMountainUrban

BenevolentEvil

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