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## Elemental Beasts Template The natural creatures of the Inner Planes are quite similar to the beasts found on the Material Plane, though their connection to an element has changed them. Any beast could be found on an elemental plane, though they may have only a passing resemblance to their non-elemental cousins. ___ - **Prerequisite.** The creature must be a beast. - **Hit Points.** The creature increases their hit dice by 1. - **New Traits.** Choose one of the following elements and consult the chart below. This element determines what plane they are from and what new traits they gain.
*Choose One.* Air, Earth, Fire, Water\ - **Further Refinements.** You may need to adjust small things on a stat block for it to work in the new plane. One example is making it so a shark can breathe air and water if you bring it on to a new plane, or adjust the CR of a CR 0 beast if it looks like it is too powerful. ##### Elemental Trait |Element|Trait| |:-:|:-| |Air|**Airy Form.** The creature gains resistance to Lightning and Thunder damage. Also, the beast gains a Fly speed (Hover) equal to it's highest Speed if it doesn't already have a Fly speed. |Earth|**Rock Form.** When the creature makes a successful attack, the target must succeed on a Strength saving throw or be knocked prone. The DC is equal to 8 + Proficiency Bonus + Strength modifier. In addition, the creature gains a Burrow speed equal to it's highest Speed if it doesn't already have a Burrow speed. |Fire|**Fire Form.** The creature gains immunity to Fire damage. In addition, the creature deals additional fire damage on each melee attack based on it's CR; a CR 0 creature deals 1 fire damage, CR 1/8 1d4, CR 1/4 1d6, CR 1/2 1d8, CR 1 1d10, and CR 2+ 1d12. |Water|**Water Form.** The creature gains resistance to Acid damage. The creature gains the Amphibious trait and can breathe air and water. In addition, they gain a Swim speed equal to it's highest speed if it doesn't already have a Swim speed. #### No Adjustments Some beasts may require no adjustments in order to thrive on another plane. A dolphin could easily survive on the Plane of Water with no adjustments to their stat block. In that case, you may decide to not give them resistance to Acid damage as those creatures haven't had to evolve to the environment. #### Altered Appearance Elemental beasts have similar forms to their Material Plane counterparts, though they incorporate the elements in strange ways. A fox on the Plane of Air may have a more whispy form with a tail fading into a cloud, while a frog on the Plane of Fire may croak and small sparks of fire shoot out. ### **Credits** / Created by [Dump Stat](http://dumpstatadventures.com/), support us on [Patreon](https://www.patreon.com/dumpstat). \columnbreak ___ > ## Water Ape >*Medium beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 26 (4d8 + 8) > - **Speed** 30 ft., climb 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|6 (-2)|12 (+1)|7 (-2)| >___ > - **Skills** Athletics +5, Perception +3 > - **Damage Resistances** Acid > - **Senses** passive Perception 13 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Amphibious.*** The ape can breathe air and water. > ### Actions > ***Multiattack.*** The ape makes two fist attacks. > > ***Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. > > ***Rock.*** Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ___ > ## Giant Air Shark >*Huge beast, unaligned* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 138 (12d12 + 60) > - **Speed** 0 ft., fly 50 ft. (hover), swim 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (6)|11 (+0)|21 (+5)|1 (-5)|10 (+0)|5 (-3)| >___ > - **Skills** Perception +3 > - **Damage Resistances** Lightning, Thunder > - **Senses** Blindsight 60 ft., passive Perception 13 > - **Languages** -- > - **Challenge** 5 (1,800 XP) > ___ >***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. > >***Amphibious.*** The shark can breathe air and water. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage. \pagebreakNum ___ > ## Rock Dolphin >*Medium beast, unaligned* > ___ > - **Armor Class** 12 (Natural Armor) > - **Hit Points** 16 (3d8 + 3) > - **Speed** 0 ft., swim 60 ft., burrow 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|13 (+1)|6 (-2)|12 (+1)|7 (-2)| >___ > - **Skills** Perception +3 > - **Senses** Blindsight 60 ft., passive Perception 13 > - **Languages** -- > - **Challenge** 1/8 (25 XP) > ___ > ***Charge.*** If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. > > ***Hold Breath.*** The dolphin can hold its breath for 20 minutes. > > ### Actions > ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone. ___ > ## Water Weasel >*Tiny beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 3 (2d4 - 2) > - **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|16 (+3)|8 (-1)|2 (-4)|12 (+1)|3 (-4)| >___ > - **Skills** Perception +3, Stealth +5 > - **Damage Resistances** Acid > - **Senses** passive Perception 13 > - **Languages** -- > - **Challenge** 0 (10 XP) > ___ > ***Amphibious.*** The weasel can breathe air and water. > > ***Keen Hearing and Smell.*** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \columnbreak ___ > ## Fire Tyrannosaurus Rex >*Huge beast, unaligned* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 147 (14d12 + 56) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|10 (+0)|19 (+4)|2 (-4)|12 (+1)|9 (-1)| >___ > - **Skills** Perception +4 > - **Damage Immunities** Fire > - **Senses** passive Perception 14 > - **Languages** -- > - **Challenge** 8 (3,900 XP) > ___ > > ### Actions > ***Multiattack.*** The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. > >***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage plus 6 (1d12) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. > > ***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage plus 6 (1d12) fire damage. ___ > ## Fire Deer >*Medium beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 8 (2d8) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|11 (+0)|2 (-4)|14 (+2)|5 (-3)| >___ > - **Damage Immunities** Fire > - **Senses** passive Perception 12 > - **Languages** -- > - **Challenge** 0 (10 XP) > ___ > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage plus 1 fire damage.