Elementals
Elementals are incarnations of the elements that make up the universe. While most think that it composes of just air, earth, fire, and water. There are however points that overlap resulting in the Quasi-Elemental Planes of dust, ice, magma, mud, smoke, and steam. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.
Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Dust Elemental
A dust elemental is a whorling tornado made of blinding stinging dust. It prefers to stick to the ground despite being able to fly so as to gather large amounts of dust and debris to create massive dust devils of which it is a terrifying sentient example.
Ice Elemental
Resembling a massive walking iceberg, an ice elemental is a juggernaught of elements hailing from either their air or water planes. It freqents arctic locales where it swims in the ice flows as though they were water.
Magma Elemental
A magma elemental a constant terrifying flow of molten earth, swimming in the burning depths of the earth as if it were a pleasant bath. The move inexorably towards their destination, to much dismay of anything living that may lay in their path.
Mud Elemental
At rest, a mud elemental resembles nothing short of a massive pile of moist dirt. However, when aggravated they attempt to overwhelm their opponents and attempt to suffocate them in their bulk.
Smoke Elemental
Smoke elementals, at an idle glance, resemble a towering plume of smoke. And while in the air, one could be forgiven for thinking that. More terrifying however, is when they float lower down and suffocate creatures with their ashy forms.
Steam Elemental
Steam elementals appear to be friendlier looking air elementals, resembling light fluffy clouds. But unlike clouds, they are perpetually scalding hot. Like clouds though, they're capable of terrible lightning storms.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
Dust Elemental
Large elemental, neutral
- Armor Class 16
- Hit Points 102 (12d10 + 36)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 17 (+3) 6 (-2) 10 (+0) 6 (-2)
- Damage Vulnerabilities fire
- Damage Resistances lightning; 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, Terran
- Challenge 5 (1,800 XP)
Dust 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: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Dustdevil (Recharge 4–6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) slashing damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) slashing damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the slashing damage and isn't flung away or knocked prone.
Ice Elemental
Large elemental, neutral
- Armor Class 14 (natural armor)
- Hit Points 126 (12d10 + 60)
- Speed 30ft., burrow 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 5 (-3) 10 (+0) 8 (-1)
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities cold, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Aquan, Auran
- Challenge 5 (1,800 XP)
Ice Glide. The elemental can burrow through non magical, ice and snow. While doing so, the elemental doesn't disturb the material it moves through.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Magma Elemental
Large elemental, neutral
- Armor Class 15 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 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 10
- Languages Ignan, Terran
- Challenge 5 (1,800 XP)
Water Susceptibility. If the elemental touches water, it partially solidifies; its speed is reduced by 20 feet, but it's AC increases by 2, until the end of its next turn.
Magma 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. The creature also treats the elemental's space as difficult terrain.
Illumination. The elemental sheds dim light in a 20-foot radius.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature or a flammable object, 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.
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 9 (2d6 + 2) bludgeoning damage plus 7 (2d6) fire damage. If it is Large or smaller, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded 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 Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 9 (2d6 + 2) bludgeoning damage plus 7 (2d6) fire 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 13 Strength check and succeeding.
Mud Elemental
Large elemental, neutral
- Armor Class 16 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 30 ft., burrow 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 19 (+4) 5 (-3) 10 (+0) 6 (-2)
- Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
- Languages Aquan, Terran
- Challenge 5 (1,800 XP)
Earth Glide. The elemental can burrow through nonmagical, earth, sand, clay, and mud. While doing so, the elemental doesn't disturb the material it moves through.
Mud 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: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf (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, blinded 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 Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) 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 14 Strength check and succeeding.
If the elemental is wet, or splashed with water, creatures make their saves and escape checks with advantage.
Smoke Elemental
Large elemental, neutral
- Armor Class 14
- Hit Points 90 (12d10 + 24)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 7 (-2)
- Damage Resistances fire, 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, Ignan
- Challenge 5 (1,800 XP)
Ash 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.
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.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) fire damage.
Smoke Stack (Recharge 4–6). Each creature in the elemental's space must make a DC 12 Strength saving throw. On a failure, a target takes 11 (2d10) fire damage damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, 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 12 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.
Steam Elemental
Large elemental, neutral
- Armor Class 15
- Hit Points 90 (12d10 + 24)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Damage Vulnerabilities cold
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire, poison, lightning
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Aquan, Ignan
- Challenge 5 (1,800 XP)
Steam 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. 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.
Conductor. Whenever the elemental would be dealt lightning damage, it turns into a storm cloud. For the end of its next turn, whenever the elemental would deal fire damage, it deals an additional 5 (1d10) points of lightning damage.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage + 5 (1d10) fire damage.