Rod of Elemental Stasis
This wooden rod is set with four glass spheres that each contain a microcosm of elemental energy.
If an air elemental, a fire elemental, an earth elemental, or a water elemental is slain within 60 feet of you while you are holding the rod, the elemental is absorbed into the rod. A creature absorbed in this way occupies one of the four crystals in the rod. If the four crystals are already full when an elemental dies within range, the elemental dies as normal.
As an action, you can present the rod and free one of the elementals contained within a crystal. The freed elemental appears within 5 feet of you and is friendly to you and your allies. Roll initiative for the summoned elemental, which has its own turns. The elemental obeys any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.
A freed elemental remains for 10 minutes, until you dismiss it, or until it is slain, after which it disappears to its home plane.
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If an air elemental, a fire elemental, an earth elemental, or a water elemental is slain within 60 feet of you while you are holding the rod, the elemental is absorbed into the rod. A creature absorbed in this way occupies one of the four crystals in the rod. If the four crystals are already full when an elemental dies within range, the elemental dies as normal.
As an action, you can present the rod and free one of the elementals contained within a crystal. The freed elemental appears within 5 feet of you and is friendly to you and your allies. Roll initiative for the summoned elemental, which has its own turns. The elemental obeys any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.
A freed elemental remains for 10 minutes, until you dismiss it, or until it is slain, after which it disappears to its home plane.
FIRE ELEMENTAL CR: 5 (1,800XP)
Large elemental, neutral
Armor Class: 13
Hit Points: 102 (12D10+36)
Speed:
50 ft
STR
10 +0
DEX
17 +3
CON
16 +3
INT
6 -2
WIS
10 +0
CHA
7 -2
Damage Resistances: Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Fire & Poison
Condition Immunities: Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained and Unconscious
Senses: Darkvision 60ft & Passive Perception 10
Languages: Ignan (Elemental Fire)
Challenge Rating: 5 (1,800XP)
FIRE 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 5 (1D10) 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 5 (1D10) FIRE DAMAGE AND CATCHES FIRE; UNTIL SOMEONE TAKES AN ACTION TO DOUSE THE FIRE, THE CREATURE TAKES 5 (1D10) FIRE DAMAGE AT THE START OF EACH OF ITS TURNS.ILLUMINATION:
THE ELEMENTAL SHEDS BRIGHT LIGHT IN A 30-FOOT RADIUS AND DIM LIGHT IN AN ADDITIONAL 30 FEET.WATER SUSCEPTIBILITY:
FOR EVERY 5 FEET THE ELEMENTAL MOVES IN WATER, OR FOR EVERY GALLON OF WATER SPLASHED ON IT, IT TAKES 1 COLD DAMAGE.Actions
MULTIATTACK:
THE ELEMENTAL MAKES TWO TOUCH ATTACKS.TOUCH:
MELEE WEAPON ATTACK: +6 TO HIT, REACH 5FT, ONE TARGET. HIT: 10 (2D6+3) FIRE DAMAGE. IF THE TARGET IS A CREATURE OR A FLAMMABLE , IT IGNITES. UNTIL A CREATURE TAKES AN ACTION TO DOUSE THE FIRE, THE TARGET TAKES 5 (1D10) FIRE DAMAGE AT THE START OF EACH OF ITS TURNS.AIR ELEMENTAL CR: 5 (1,800XP)
Large elemental, neutral
Armor Class: 15
Hit Points: 90 (12D10+24)
Speed:
0 ft
, fly: 90 ft
, can hover
STR
14 +2
DEX
20 +5
CON
14 +2
INT
6 -2
WIS
10 +0
CHA
6 -2
Damage Resistances: Lightning,Thunder,Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained & Unconscious
Senses: Darkvision 60ft & Passive Perception 10
Languages: Auran (Elemental Air)
Challenge Rating: 5 (1,800XP)
AIR FORM:
THE ELEMENTAL CAN ENTER A HOSTILE CREATURE’S SPACE AND STOP THERE. IT CAN MOVE THROUGH A SPACE AS NARROW AS 1 INCH WIDE WITHOUT SQUEEZING.Actions
MULTIATTACK:
THE ELEMENTAL MAKES TWO SLAM ATTACKS.SLAM:
MELEE WEAPON ATTACK: +8 TO HIT, REACH 5FT, ONE TARGET. HIT: 14 (2D8+5) BLUDGEONING DAMAGE.WHIRLWIND (RECHARGE 4-6):
EACH CREATURE IN THE ELEMENTAL’S SPACE MUST MAKE A DC 13 STRENGTH SAVING THROW. ON A FAILURE, A TARGET TAKES 15 (3D8+2) BLUDGEONING DAMAGE AND IS FLUNG UP TO 20 FEET AWAY FROM THE ELEMENTAL IN A RANDOM DIRECTION AND KNOCKED PRONE. IF A THROWN TARGET STRIKES AN , SUCH AS A WALL OR FLOOR, THE TARGET TAKES 3 (1D6) BLUDGEONING DAMAGE FOR EVERY 10 FEET IT WAS THROWN. IF THE TARGET IS THROWN AT ANOTHER CREATURE, THAT CREATURE MUST SUCCEED ON A DC 13 DEXTERITY SAVING THROW OR TAKE THE SAME DAMAGE AND BE KNOCKED PRONE. IF THE SAVING THROW IS SUCCESSFUL, THE TARGET TAKES HALF THE BLUDGEONING DAMAGE AND ISN’T FLUNG AWAY OR KNOCKED PRONE.EARTH ELEMENTAL CR: 5 (1,800XP)
Large elemental, neutral
Armor Class: 17 (Natural Armour)
Hit Points: 126 (12D10+60)
Speed:
30 ft
, burrow: 30 ft
STR
20 +5
DEX
8 -1
CON
20 +5
INT
5 -3
WIS
10 +0
CHA
5 -3
Damage Vulnerabilities: Thunder
Damage Resistances: Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion,Paralyzed,Petrified,Poisoned and Unconscious
Senses: Darkvision 60ft,Tremorsense 60ft & Passive Perception 10
Languages: Terran (Elemental Earth)
Challenge Rating: 5 (1,800XP)
EARTH GLIDE:
THE ELEMENTAL CAN BURROW THROUGH NONMAGICAL, UNWORKED EARTH AND STONE. WHILE DOING SO, THE ELEMENTAL DOESN’T DISTURB THE MATERIAL IT MOVES THROUGH.SIEGE MONSTER:
THE ELEMENTAL DEALS DOUBLE DAMAGE TO S AND STRUCTURES.Actions
MULTIATTACK:
THE ELEMENTAL MAKES TWO SLAM ATTACKS.SLAM:
MELEE WEAPON ATTACK: +8 TO HIT, REACH 10FT, ONE TARGET. HIT: 14 (2D8+5) BLUDGEONING DAMAGE.WATER ELEMENTAL CR: 5 (1,800XP)
Large elemental, neutral
Armor Class: 14 (Natural Armour)
Hit Points: 114 (12D10+48)
Speed:
30 ft
, swim: 90 ft
STR
18 +4
DEX
14 +2
CON
18 +4
INT
5 -3
WIS
10 +0
CHA
8 -1
Damage Resistances: Acid,Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained and Unconscious
Senses: Darkvision 60ft & Passive Perception 10
Languages: Aquan (Elemental Water)
Challenge Rating: 5 (1,800XP)
WATER FORM:
THE ELEMENTAL CAN ENTER A HOSTILE CREATURE’S SPACE AND STOP THERE. IT CAN MOVE THROUGH A SPACE AS NARROW AS 1 INCH WIDE WITHOUT SQUEEZING.FREEZE:
IF THE ELEMENTAL TAKES COLD DAMAGE, IT PARTIALLY FREEZES; ITS SPEED IS REDUCED BY 20 FEET UNTIL THE END OF ITS NEXT TURN.Actions
MULTIATTACK:
THE ELEMENTAL MAKES TWO SLAM ATTACKS.SLAM:
MELEE WEAPON ATTACK: +7 TO HIT, REACH 5FT, ONE TARGET. HIT: 13 (2D8+4) BLUDGEONING DAMAGE.WHELM (RECHARGE 4-6):
EACH CREATURE IN THE ELEMENTAL’S SPACE MUST MAKE A DC 15 STRENGTH SAVING THROW. ON A FAILURE, A TARGET TAKES 13 (2D8+4) BLUDGEONING DAMAGE. IF IT IS LARGE OR SMALLER, IT IS ALSO GRAPPLED (ESCAPE DC 14). UNTIL THIS GRAPPLE ENDS, THE TARGET IS RESTRAINED AND UNABLE TO BREATHE UNLESS IT CAN BREATHE WATER. IF THE SAVING THROW IS SUCCESSFUL, THE TARGET IS PUSHED OUT OF THE ELEMENTAL’S SPACE. THE ELEMENTAL CAN GRAPPLE ONE LARGE CREATURE OR UP TO TWO MEDIUM OR SMALLER CREATURES AT ONE TIME WITH THIS ABILITY. AT THE START OF EACH OF THE ELEMENTAL’S TURNS, EACH GRAPPLED TARGET TAKES 13 (2D8+4) BLUDGEONING DAMAGE. AS AN ACTION, A CREATURE WITHIN 5 FEET OF THE ELEMENTAL CAN PULL A CREATURE OR AN OUT OF IT BY SUCEEDING ON A DC 14 STRENGTH CHECK.
Item type
Magical
Subtype / Model
Rarity
Rare (requires attunement by a primordial)
Weight
2 Lb.
Dimensions
2 1/2 Ft.
Raw materials & Components
The base of the staff is a 1 1/2 in. around cylinder made with a 2 1/2 Ft. long juniper branch. (Juniper is a soft, red, fine-grained and fragrant wood. Some varieties of juniper are known as red cedar. Juniper is decay and insect resistant.)
4 clear blown glass spheres are fixed to the top of the rod.
The spheres are hardened and each is infused with a microcosm of elemental energy.
4 clear blown glass spheres are fixed to the top of the rod.
The spheres are hardened and each is infused with a microcosm of elemental energy.