Ash Elemental

by Sonixerse

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Ash Elementals

Ash elementals are a type of hybrid primordial created through the combination of an air and fire elemental. This hybridization is often the result of one an air of fire elemental adapting to the respective planes of fire and air. However, some ash elementals have been created through entirely artificial means through rituals created by druids or wizards.

Primordial Scavengers

Unbound ash elementals behave very similarly to scavengers in the animal kingdom. They primarily feed off of any sort of matter than has incinerated by fire or lava. Asa a result, ash elementals can typically be found following the trail of destruction left by other kinds of fire-based elementals. Ash elementals tend to congregate in small swarms that are attracted to volcanic terraforming or wildfires caused by their stronger relatives.

Pyroclastic Forms

As their names suggest, ash elementals resemble fiery clouds of ash and smoke. While unbound, ash elementals tend to be quite amorphous in appearance but have been known to assume a more tangible form when threatened or magically summoned.

Battle Tactics

Despite being weaker than most of their elemental kin, ash elementals can prove to be quite dangerous to humanoids. Their swirling forms are filled with superheated vapors that are quite toxic to most creatures. Their primary tactic is to temporarily blind their opponents by flinging superheated cinders at their eyes. While their foe is distracted, the ash elemental will move into melee attempting to envelop their opponents within their smoky forms, slowly suffocating them with burning ash.

Noxious Aftermath

Defeating an ash elemental can prove to be quite problematic. When slain, the toxic fumes stored within their forms is released as a cloud of sulfur and ash. Although these effects tend to be quite localized and lasts for a few minutes; they can prove to be extremely dangerous as ash elementals often travel in groups (typically of 5(2d4) or more at a time). When one dies, these clouds provides ample cover for their companions to hide themselves. To make matters worse, if multiple ash elementals happen to die at the same time, they can shroud a large area in their poisonous fumes.



Ash Elemental

Large Elemental, chaotic neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 90(12d10+24)
  • Speed 50ft., fly. 50ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 15(+2) 6 (-2) 10 (+0) 16 (+3)

  • Skills Perception +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks; thunder
  • Damage Immunities Fire, Poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60ft., passive Perception 13
  • Languages Auran, Ignan, Primordial
  • Proficiency Bonus +3
  • Challenge 6 (2300 xp)

Ash Form The ash 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 3 (1d6) fire + 3(1d6) poison 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 3 (1d6) fire damage + 3(1d6) poison damage and must make a DC 13 Constitution saving throw. On a failed saving throw, the target is poisoned until the end of its next turn.

Ashy Demise When the ash elemental is reduced to 0 hitpoints, it disperses into a cloud of ash that heavily obscures a 10ft. radius for 1 minute. Creatures that end their turn in this area must succeed a DC 13 Constitution saving throw or become poisoned for one minute. Creatures poisoned in this manner can repeat its saving throw at the end of each of its turns to end the effect on a success.

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

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

Smog Sight The ash elemental’s vision is not obscured by fog or smoke.

Actions

Multiattack. The ash elemental can make two attacks with either its choice of a Combustion Slam or Blinding Cinders

Combustion Slam. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit 13 (1d6+4)fire damage + 3(1d6) poison damage. If the target is poisoned, it takes an additional 7(2d6) fire damage.

Blinding Cinders. Ranged Weapon Attack: +7 to hit, 60ft., one target. Hit 7 (1d6+4) fire damage + 3(1d6) poison damage. On a hit, the target must succeed a DC 13 Constitution saving throw or become poisoned until the end of its next turn

Ash Plume(Recharge 5-6) Creatures within a 30ft. cone originating from the Ash Elemental must succeed a DC 13 Constitution saving throw. On a failed saving throw, the targets take 14(3d6) fire damage + 14(3d6) poison damage and are poisoned for one minute. Creatures poisoned in this manner are considered to be blinded, begins to suffocate, and must spend its action coughing and retching. On a successful saving throw, creatures take half damage and are otherwise unaffected. Poisoned creatures can repeat its saving throw at the end of each of its turns ending the effect on a success.

Bonus Actions

Ash Camouflage While lightly obscured by fog, ash, or fire, the ash elemental can use its bonus action to Hide.

 

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