Arcane Elemental 1.2

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Arcane Elemental

A bright curiosity shifts through the plane of magic. The arcane elemental is a being of arcane power, constantly shifting through the strands of the unknown. They tame the forces of wild magic to help their innate desire for arcane knowledge. They spy on great arcane battles from afar and swoop in afterward to look over the arcane spoils. Although, they will avoid areas of dead anti magic zones for fear they will become locked, inanimate forever.



Arcane Elemental

Large elemental, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 78 (12d10 + 12)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 12 (+1) 18 (+4) 12 (+1) 9 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities force, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., truesight 5 ft., passive Perception 11
  • Languages Primordial, telepathy 60 ft.
  • Challenge 5 (1,800 XP)

Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.

Anti-Magic Susceptibility The elemental is incapacitated while in the area of an anti-magic field. If targeted by dispel magic, the elemental must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Innate Spellcasting. The elemental's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The elemental can innately cast the following spells, requiring no material components:

At will: chaos bolt, magic missile, prestidigitation

2/day each: shield, synaptic static

Actions

Force Slam. Melee Spell Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) force damage.

Wild Magic Storm (Recharge 4-6). The elemental emanates waves of pure chaos magic. Each creature within 30 feet of the elemental must make a DC 15 Dexterity saving throw. On a failure, the creature must roll a d8 to determine the magical effect that it suffers.

d10 Effect
1-3 Two hostile goats appears within 10 feet of the creature. The goats remain for 1d4 hours or until they die.
4-6 The creature is frightened by the nearest creature it can see until the end of its next turn.
7-9 The creature can't speak until the end of its next turn. Any attempt to speak fails, as blue bubbles float out of its mouth.
10 A swarm of magic missiles surrounds the creature. It then suffers the effects of the magic missile spell as if it was cast at 7th level.

Image Credit: Samwise Didier - Twilight Archon, Starcraft 2: Wings of Liberty Source Artists Page

 

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