Elemental
Variants
Energy
Fire
Cold
Light Sprite
Flame Sprite CR: 1/8
STR
4 -3
DEX
16 +3
CON
11 +0
INT
2 -4
WIS
8 -1
CHA
6 -2
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 ft. of it takes 1 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 1 fire damage. Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 5 ft.. Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) fire damage.
Sleetstorm Elemental CR: 9
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
Sleet Storm. The area, inside, and extending 20 ft from the elementa, is filled with cold frozen rain. The area is considered being affected by the Sleep Storm Spell.
Actions
Multiattack. Sleet Slash. Cold Suck. (4-6)
Light Elemental, Medium CR: 2
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
Lightsource. Blinding
Actions
Shine. Chance of blinding, no damage Laser (6) Ranged
Thermovore Elemental, Small CR: 1
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
Already Cold. Any cold damage (before vulnerability) below 5 is ignored. Thermal Vision. Fire Absorption. any fire damage the elemental would take is healed instead. Heat Absorption. during the start of the elemental turns, any creature within 5 ft of it takes 1d4 cold damage and the elemental heals the same amount.
Thermovore Elemental, Medium CR: 3
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
Already Cold. Any cold damage (before vulnerability) below 5 is ignored. Thermal Vision. Fire Absorption. any fire damage the elemental would take is healed instead. Heat Absorption. during the start of the elemental turns, any creature within 5 ft of it takes 1d4 cold damage and the elemental heals the same amount.
Thermovore Elemental, Large CR: 6
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
Already Cold. Any cold damage (before vulnerability) below 5 is ignored. Thermal Vision. Fire Absorption. any fire damage the elemental would take is healed instead. Heat Absorption. during the start of the elemental turns, any creature within 10 ft of it takes 1d6 cold damage and the elemental heals the same amount.
Electricity Elemental (WIP)
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
Gas
Wind
Poisonus Gas
Dust (Partly Solid) Sprite
Gust Sprite CR: 1/8
STR
4 -3
DEX
16 +3
CON
11 +0
INT
2 -4
WIS
8 -1
CHA
4 -3
Actions
Wind Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage.
Dust Elemental CR: 3
STR
10 +0
DEX
18 +4
CON
16 +3
INT
6 -2
WIS
10 +0
CHA
6 -2
Air form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 foot wide without squeezing. Dustcloud. Creatures within the Dust Elemental are considered blinded and invisible. Also, if the Dust Elemental is attacked while in the same space as another creature within range of that attack there is a chance of that creature being hit instead. Reroll any attack that misses the elemental against one of those creatures.
Actions
Slam Engulf (6)
Gas Elemental, Poisonous (WIP) CR: 8
STR
14 +2
DEX
22 +6
CON
14 +2
INT
6 -2
WIS
10 +0
CHA
6 -2
Poison Absorption. Whenever the elemental is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.
Actions
Multiattack. Slam. Whirlwind (Recharge 4-6). Poison Cloud (1/day). The elemental summons a cloud of thick poisonous gas around it, as by Cloudkill, but with an 30-foot-radius and is stationary. While inside the cloud the elemental is invisible. If the elemental uses its whirlwind in the cloud some of the gas disperses, decreasing the radius with 10 ft.
Liquid
Water
Oil
Acid
Base Sprite
Water Sprite CR: 1/8
STR
16 +3
DEX
10 +0
CON
11 +0
INT
2 -4
WIS
8 -1
CHA
6 -2
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 halved. until the end of its next turn.
Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage.
Grease Elemental (WIP) CR: 8
STR
20 +5
DEX
14 +2
CON
18 +4
INT
5 -3
WIS
10 +0
CHA
8 -1
Grease 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. It can both swim and hide in its own puddles of grease. Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 10 ft. until the end of its next turn. Inflammable body. If the elemental takes fire damage it must succeed a dexterity saving throw equal to the damage taken or be lit on fire. While lit on fire it takes 2d10 fire damage during the start of each of its turns. It also deals 2d10 fire damage each time it touches an opponent (in addition to the damage of melee attacks).
Actions
Multiattack. The elemental makes two slam attacks. It can then use Whelm, Grease Cascade or Grease Sneak. Slam. Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 14 (2d8 + 5) bludgeoning damage. If it is huge or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Huge creature, two large or up to five Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength and succeeding. Grease Cascade (Recharge 4-6). The elemental spurts out 1d6+3 puddles of grease as by the spell grease. Grease Sneak. The elemental enters a puddle of grease within 5 ft of it. While in the grease the elemental becomes a tiny creature and cannot grapple any other creature. It is almost undistinguished from the original grease puddle. It makes a stealth check when entering the grease and during the start of each of its turn in the grease. While hidden it can move through any grease as invisible.
Solid
Rock
Gem
Ice (Partly Energy) Sprite
Rock Sprite CR: 1/8
STR
12 +1
DEX
6 -2
CON
16 +3
INT
2 -4
WIS
8 -1
CHA
6 -2
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.
Actions
Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 1) bludgeoning damage.
Ice Elemental, Large CR: 4
STR
20 +5
DEX
8 -1
CON
20 +5
INT
5 -3
WIS
10 +0
CHA
3 -4
Ice Glide. The elemental can burrow through nonmagical, unworked ice and snow. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8 + 5) bludgeoning damage.
Life
Life (Giver)
Death (Taker) Lifegiver
Lifegiver Elemental, Medium CR: 4
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
Actions
Multiattack. Slam Aura of Life. Any healing is increased with 1d6 in area for 1 turn. All necrotic damage is halved.
Lifetaker Elemental CR: 7
STR
-5
DEX
-5
CON
-5
INT
-5
WIS
-5
CHA
-5
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