Treasure Elemental

by Fantomp

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Treasure Elemental

Treasure elementals are elementals spawned from treasure or gold. Most treasure elementals are created by a high level Conjure Elemental spell. A treasure elemental created this way will obey commands at first, but once the spell is up, they'll stick around, no longer obeying commands.

 

Behavior

A treasure elemental is a cunning and greedy creature, with its main goal being to increase its wealth, and guard over the treasure it has. Adventurers may be able to bribe the elemental with promises of gold or treasure, but if it feels it can take on them, it will try to backstab them, turning them to gold and trying to take whatever treasure they have. A clever party can promise to bring it more treasure later, though the elemental isn't stupid, and may question their claims.

 
 
 
 
 
 
 
 
 
 
 
 
   
 
 
 
 
 
 
   



Treasure Elemental

Large Elemental, Chaotic Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 13 (+1)

  • Saving Throws Dex +7, Wis +4
  • Skills Athletics +8
  • Damage Resistances 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 Common, Terran
  • Challenge 9 (5000 XP)

Legendary Resistance (2/Day). If the elemental fails a saving throw, it can choose to succeed instead.

Midas Touch. Whenever the elemental hits a creature with slam or hurl gold, or grapples a creature, the target of the attack must make a DC 16 Constitution saving throw. On a fail, the creature begins to turn to gold and is Restrained. A creature Restrained by this trait must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this trait three times, the effect ends. If it fails saves three times, it is turned to stone and subjected to the Petrified condition until it is freed by the greater restoration spell or other magic. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

False Appearance. While the elemental remains motionless, it is indistinguishable from a pile of treasure.

Actions

Multiattack. The elemental makes three melee attacks: one with its slam, one with its rapier and one with its greatsword. Alternatively, it can use Hurl Gold twice.

Slam. Melee Weapon Attack: +8 to hit, 5 ft, one target. Hit: 13 (2d8 + 4) Bludgeoning damage

Rapier. Melee Weapon Attack: +8 to hit, 5 ft, one target. Hit: 8 (1d8 + 4) Piercing damage

Greatsword. Melee Weapon Attack: +8 to hit, 5 ft, one target. Hit: 11 (2d6 + 4) Bludgeoning damage

Hurl Gold. Ranged Weapon Attack: +8 to hit, 30/120 ft, one target. Hit: 13 (2d8 + 4) Bludgeoning damage

Earth Glide. The elemental gains a burrowing speed equal to its walking speed until the end of its next turn.

Legendary Actions

The treasure elemental can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Move. The elemental moves up to half its speed without provoking attack of opportunities.

Grab. The elemental attempts to grapple a creature within 5 feet of it.

Gold Rush (Costs 2 Actions). Each creature within 15 ft of the elemental must make a DC 16 Dexterity saving throw or take 13 (3d8) bludgeoning damage, fall prone and be subjected to midas touch.

Customizing your Elemental

To customize a treasure elemental, allow it to use other weapons, such as magical weapons, and give it this multiattack in place of what it has.
Multiattack. The elemental makes three different melee attacks. Alternatively, it can use Hurl Gold twice.
 
If the elemental has a shield, do not increase its AC, instead give it the parry reaction and/or the shield bash attack.
Parry. The elemental adds 4 to its AC against one melee attack that would hit it.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is Huge or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

 

Credits

Inspired by Alice the Alhoon and Sir Harlz on the DoMT discord.
Monster by Fantomp (me)
Art:
Treasure Elemental - Unknown
Treasure Hoard - D-Inifinity.net

Variant Rule: Lesser Treasure Elemental

When the treasure elemental is reduced to 0 HP, you can choose to have it turn into a lesser treasure elemental, frightened of the party, and leaving behind scattered treasure, it will try to take what treasure it can and run away. A lesser treasure elemental can turn back into a full power treasure elemental after it consumes enough treasure.


Lesser Treasure Elemental

Small Elemental, Chaotic Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 59 (9d6 + 27)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 12 (+1) 10 (+0) 13 (+1)

  • Saving Throws Dex +5, Wis +2
  • Skills Athletics +3, Stealth +5
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 Ft., passive Perception 10
  • Languages Common, Terran
  • Challenge 2 (450 XP)

False Appearance. While the elemental remains motionless, it is indistinguishable from a pile of treasure.

Midas Touch. Whenever the elemental hits a creature with slam or hurl gold, or grapples a creature, the target of the attack must make a DC 13 Constitution saving throw. On a fail, the creature begins to turn to gold and is Restrained. The Restrained creature must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the Lesser Restoration spell or other magic.

Actions

Multiattack. The elemental makes two attacks: one with its slam and one with its dagger

Slam. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 7 (1d8 + 3) Blugeoning damage

Dagger. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 5 (1d4 + 3) Blugeoning damage

Hurl Gold. Ranged Weapon Attack: +5 to hit, 20/60 ft., one target. Hit: 7 (1d8 + 3) Blugeoning damage

Earth Glide. The elemental gains a burrowing speed equal to its walking speed until the end of its next turn.

 

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