Boiling Acid 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 9 (2d8) fire damage and 9 (2d8) acid 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 9 (2d8) fire damage and 9 (2d8) acid damage. A creature that ends its turn inside the elemental's space also takes this damage.
Magic Weapons. The elemental's weapon attacks are magical.
Noxious Fumes. When the elemental moves, it leaves an
area of poisonous fumes in its path that lasts until the end of its next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
The path of fumes is as wide and as high as the elemental's space. The fumes are invisible, but carry a foul odor. When a creature ends its turn within the fumes, it must succeed on a DC 17 Constitution saving throw or take 13 (3d8) poison damage. Creatures that don’t need to breathe automatically succeed on the saving throw.
Tri-Nature. The elemental counts as an elemental of the earth, fire, and water sub-types (primary water).
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) fire damage and 9 (2d8) acid damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the elemental.
Erupt (Recharge 4–6). The elemental pressurizes and blasts boiling acid upward into the air. Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failed save, a creature takes 20 (4d6 + 6) bludgeoning damage and it is hurled 50 feet into the air above the elemental and pushed 10 feet in a random horizontal direction, and then falls unless it can fly or stop the fall. Each object in the elemental's space also automatically suffers the effects of a failed saving throw.
When the elemental uses this ability, boiling acid rains in a shower around it. Each creature within 15 feet of the elemental that isn't in the elemental's space must succeed on a DC 17 Dexterity saving throw or take 9 (2d8) fire damage and 9 (2d8) acid damage.
Description
A geyser elemental is a frothing, roiling mass of boiling acid, steaming with noxious fumes and brimming with chunks of molten rock. It almost never stops moving, constantly digging through the underground in an endless frenzied rush. Once in a while the tectonic pressures of the earth will force a geyser elemental above ground, blasting them out of mountains, canyons, or hot springs. Sometimes they emerge deep beneath the ocean, where they swim and frolic among thermal vents that warm the cold darkness.
A geyser elemental in combat races across the battlefield as fast as it can, slamming its boiling, caustic body into as many of its foes as it can and covering the area with a maze of noxious fumes. If its enemies gather in a small area, it attempts to engulf them and launch them into the sky in a release of sudden pressure, sending them hurtling toward a crunching impact with the solid ground. When cornered, these elementals will knock its attackers away before burrowing into the safety of the earth to flee or reposition for a new attack.
Geyser elementals are composed of water, earth, and fire, with only the element of air missing. This flaw can be seen in the geyser elemental's interactions with air and aerial enemies. The noxious fumes it releases can be dispersed by wind, and its talent for launching foes into the air is not so effective against creatures that can fly. These elementals fear the sky and the surface world that lives beneath it, and are always eager to return to the safety of the underground or the water.
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.
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