Magma Elemental

by Sonixerse

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Magma Elementals

Magma elementals are considered to be a special kind of primordial known as a hybrid elemental. Magma elementals represent a fusion of both an earth and fire elemental. These fusions can happen naturally whenever these elementals cross interplanar boundaries and are stranded on the respective elemental planes of Earth or Fire. In some rare circumstances, magma elementals can be created through a series of arcane or druidic rituals fusing the primordial essences of both a fire and earth elementals.

Regardless of their origins, magma elementals are quite common on the Elemental Planes of Earth and Fire and can be found residing deep within the hearts of many volcanoes across the multiverse as such regions are typically prone to form interplanar portals to these elemental realms.

Appearance

These elementals are quite easy to recognize due to their appearance resembling that of a hulking mass of molten rock and lava. However, despite their large form, they have the unique ability to assume the appearance of stone, making them indistinguishable from their terrain. They are also surprisingly agile when in their favored terrain as they are able to "swim" through solid rock with little difficulty.

Alpha Elementals

These elementals are also considered to be some of the most dangerous and aggressive of all their kind. They have a notorious reputation for attempting to transform the land around them into a molten wasteland, burning everything in their wake. To make matters worse, they have been known to bully and rile up weaker elementals into doing their bidding.

Battle Tactics

In combat, magma elementals are nearly unstoppable juggernauts as they possess the stalwart endurance of an earth elemental and the explosive power of a fire elemental. Despite their rather bulky appearance, magma elementals are surprisingly agile thanks to their ability to glide through solid stone striking their enemies from below. In combat, their prefer to use their superior strength and endurance to their advantage by engaging their opponents in melee combat.

Explosive Power

However, their deadliest power is their ability to spew molten rock from their maw. This superheated earth also has the ability to rapidly cool turning their victims into hardened obsidian or granite. Due to their molten core, magma elementals also have the ability to generate a lot of toxic fumes within their body that they can unleash as a breath attack that both incinerates and poisons their victims. Although magma elementals freely use these abilities when engaging multiple opponents in combat; they are notorious for using these abilities while camouflaged in the volcanic wastelands they call home. In fact, many volcanic "fissures" or "geysers" may actually be magma elementals resting in their dormant form waiting for an unsuspecting victim to wander too close.

Weakness to Cold

However, magma elementals do possess a slight weakness to extreme cold as it has the ability to temporarily dampen their molten elemental core. However, these elementals have a natural defense mechanism against their weakness as their hide will begin to temporarily harden their outer shells to protect themselves from further harm.



Magma Elemental

Large Elemental, chaotic neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 114(12d10+48)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 18(+4) 6 (-2) 10 (+0) 16 (+3)

  • Skills Athletics +6, Perception +3, Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks; thunder
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60ft., tremorsense 60ft., passive Perception 13
  • Languages Ignan, Primordial, Terran
  • Proficiency Bonus +3
  • Challenge 8 (3900 xp)

Earth Glide The magma elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Elemental Nature The magma elemental doesn't require air, food, drink, or sleep.

False Appearance While motionless, the magma elemental is indistinguishable from a rock.

Illumination The magma elemental gives off a dim light in a 30ft. radius around it.

Heated Body When a creature touches or hits the magma elemental with a melee weapon attack while within 5ft. of it, that creature takes 7(2d6) fire damage.

Rapid Cooling When the magma elemental takes cold damage, its movement speed is reduced by 10ft. until the end of its next turn. However, it gains a +3 bonus to its AC until the end of its next turn.

Spider Climb The magma elemental can climb difficult surfaces, including ceilings, without needing an ability check.

Siege Monster When the magma elemental deals double damage to buildings and objects.

Actions

Multiattack. The magma elemental can make two attacks with either its choice of a Melting Touch or Pyroclastic Boulder

Melting Touch. Melee Weapon Attack: +6 to hit, 10ft., one target. Hit 10(2d6+3) bludgeoning damage + 7(2d6) fire damage. If the target is wearing metal armor, it takes an additional 7(2d6) fire damage.

Pyroclastic Boulder. Ranged Weapon Attack: +6 to hit, 90ft., one target. Hit 13 (2d6+4) bludgeoning damage + 7(2d6) fire damage. On a hit, Creatures within 10ft. of the target must succeed a DC 14 Dexterity saving throw or take 7(2d6) fire damage as well.

Elemental Powers(Recharge 5-6). The magma elemental uses one of the following abilities:

  • Magma Belch. The magma elemental unleashes a torrent of molten rock from its mouth. Creatures within a 10ft. wide and 30ft. long line originating from the magma elemental must succeed a DC 15 Dexterity saving throw. On a failed saving throw, creatures take 42 (12d6) fire damage and half as much on a successful saving throw. If this attack reduces a creature to 0 hitpoints, it is immediately killed and turned to molten rock.

  • Sulfurous Fumes. The magma elemental spews superheated fumes from its maw poisoning all within range. Creatures in a 30ft. cone must succeed a DC 15 Constitution saving throw. On a failed saving throw, the target takes 21(6d6) fire damage + 21(6d6) poison damage and is poisoned for one minute. Poisoned creatures must repeat its saving throw at the end of each of its turns ending the effect on a success.

 

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