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Elemental

Variants

   

Energy


Fire
Cold
Light   Sprite

Flame Sprite CR: 1/8

Tiny elemental (fire), any
Armor Class: 14
Hit Points: 2 1d4
Speed: , can hover

STR

4 -3

DEX

16 +3

CON

11 +0

INT

2 -4

WIS

8 -1

CHA

6 -2

Damage Resistances: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 9
Challenge Rating: 1/8

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

Sleetstorm Elemental CR: 9

Huge , any
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Challenge Rating: 9

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)

A wandering storm
  Light

Light Elemental, Medium CR: 2

Medium , any
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Challenge Rating: 2

Lightsource.   Blinding

Actions

Shine. Chance of blinding, no damage   Laser (6) Ranged

This 1 ft radius orb of light floats gently above the ground. It randomly seeks out dark places to light up until the curiosity of the elemental is satisfied and it returns back to its home plane.   While in the material plane it has no reason for fighting, only attacking in self defense or if controlled. It sees creatures that create darkness as enemies attacking it,
  Thermovore

Thermovore Elemental, Small CR: 1

Small , any
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Damage Vulnerabilities: Cold
Damage Resistances: Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Fire, Poison
Challenge Rating: 1

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.

Seeks heat to consume. They can easily be lured to by big fires and once they have consumed enough heat they leave the material plane.

Thermovore Elemental, Medium CR: 3

Medium elemental (fire), any
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Damage Vulnerabilities: Cold
Damage Resistances: Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Challenge Rating: 3

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.  

Seeks heat to consume.   They can easily be lured to by big fires and once they have consumed enough heat they leave the material plane.

Thermovore Elemental, Large CR: 6

Large elemental (fire), any
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Damage Vulnerabilities: Cold
Damage Resistances: Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Challenge Rating: 6

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.

Seeks heat to consume. They can easily be lured to by big fires and once they have consumed enough heat they leave the material plane.
  Electricity

Electricity Elemental (WIP)

Medium elemental (fire), any
Armor Class:
Hit Points:
Speed:

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

Tiny elemental (air), any
Armor Class: 14
Hit Points: 2 1d4
Speed: , can hover

STR

4 -3

DEX

16 +3

CON

11 +0

INT

2 -4

WIS

8 -1

CHA

4 -3

Damage Resistances: Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 9
Challenge Rating: 1/8

Actions

Wind Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage.

  Dust

Dust Elemental CR: 3

Large elemental (air, earth), any
Armor Class:
Hit Points:
Speed: , can hover

STR

10 +0

DEX

18 +4

CON

16 +3

INT

6 -2

WIS

10 +0

CHA

6 -2

Damage Resistances: Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge Rating: 3

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)

  Poisonous Gas

Gas Elemental, Poisonous (WIP) CR: 8

Large elemental (air), any
Armor Class:
Hit Points: (16d10+)
Speed: 0 ft , can hover

STR

14 +2

DEX

22 +6

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Saving Throws: Dex, +9, Con +6
Damage Resistances: Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Auran
Challenge Rating: 8

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

Tiny elemental (water), any
Armor Class: 10
Hit Points: 2 1d4
Speed: 30 ft , swim: 40 ft , can hover

STR

16 +3

DEX

10 +0

CON

11 +0

INT

2 -4

WIS

8 -1

CHA

6 -2

Damage Resistances: Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 9
Challenge Rating: 1/8

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.

Appears as a little hovering globule of water.
  Grease

Grease Elemental (WIP) CR: 8

Huge elemental (water), any
Armor Class:
Hit Points: (16d10+)
Speed:

STR

20 +5

DEX

14 +2

CON

18 +4

INT

5 -3

WIS

10 +0

CHA

8 -1

Skills: Stealth +6
Damage Resistances: Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Poison
Challenge Rating: 8

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

Tiny elemental (earth), any
Armor Class: 16
Hit Points: 2 1d4
Speed: 20 ft , fly: 10 ft

STR

12 +1

DEX

6 -2

CON

16 +3

INT

2 -4

WIS

8 -1

CHA

6 -2

Damage Vulnerabilities: Thunder
Damage Resistances: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60 Ft., passive Perception 9
Challenge Rating: 1/8

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

Ice Elemental, Large CR: 4

Large elemental (fire), any
Armor Class: 17
Hit Points: 126 12d10+60
Speed: 30 ft , burrow: 30 ft , swim: 30 ft

STR

20 +5

DEX

8 -1

CON

20 +5

INT

5 -3

WIS

10 +0

CHA

3 -4

Damage Vulnerabilities: Fire; Bludgeoning From Magical Attacks
Damage Resistances: Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Cold, Poison
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge Rating: 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

Medium elemental (life), any
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Challenge Rating: 4

1/day: Give Life. The elemntal uses one of the 3 following abilities: Heal, Animate Dead or Animate Objects.   Heal: Restores 10 hp to all nearby creatues OR 20 to one creature.   Animate Dead: The elemental creates an undead as per the Animate Dead spell   Animate Objects: The elemental animates 1 medium object as per the Animate Object spell or the according amount of smalelr objects.

Actions

Multiattack.   Slam   Aura of Life. Any healing is increased with 1d6 in area for 1 turn. All necrotic damage is halved.

A pitch black shadow with long tendril-like arms.
  Lifetaker

Lifetaker Elemental CR: 7

Large elemental (life), any
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Challenge Rating: 7
A grey jellyfish. It seeks life to consume. By many called the most dangerous Elemental, simply because of this goal.
Genetic Descendants

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