Monsters
Comments from the Finger: We’re working hard this month on finishing the High Seas Update with monsters, spells, and diseases. Here’s some elementals to throw at your ocean-borne adventurers!
Elementals
Elementals are incarnations of the elements that make up the universe, and the various quasi-elements formed by these elemental intersections. Such elementals can be summoned by spellcasters and powerful beings, or can be found spontaneously forming where the appropriate elemental energy is in abundance.
Living Element. The Elemental Planes are the source of the elemental energy which composes the various materials found on the prime Material Plane. On when translated from these planes by powerful magic or natural planar gates, elemental energy can manifest a physical shape and a dull consciousness which embodies that particular type of element. Like beasts of the Material Plane, these elemental spirits have no society of culture.
Elemental Nature. An elemental doesn’t require air, food, drink, or sleep.
Fog Elemental
A haunting, living mist, fog elementals are formed at the intersection of the Plane of Water and the Plane of Air, and can usually be found lurking invisibly within low clouds and fog banks, engulfing travelers that wander inside. In these misty places, fog elementals are superior predators, capable of kicking up fogs and peering through them unobscured.
Fog Elemental
Large elemental, neutral
Armor Class 15
Hit Points 102 (12d10 + 36)
Speed 0 ft., fly 60 ft. (hover)
STR 14 (+2) DEX 20 (+5) CON 16 (+3)
INT 6 (-2) WIS 10 (+0) CHA 6 (-2)
Damage Resistances thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran, Aquan
Challenge 5 (1,800 XP)
Fog 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.
Fog Sight. The elemental can see normally within areas that are obscured by fog.
Fog Veil. The elemental is always surrounded by fog in a 5-foot-radius, and considered lightly obscured.
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.
Fog Bank (Recharge 4-6). The elemental creates a 20-foot-radius sphere of fog centered on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Storm Elemental
The embodiment of a tempest’s fury, a storm elemental is a force of chaotic wrath, slinging lightning, thunder, and rain wherever it goes. When one of these elementals makes its way to the sea, it kicks up dark clouds and enormous waves, which it turns into its playthings; it delights in nothing more than watching ships tumble and crash on the ocean, sinking into the depths below.
Storm Elemental
Large elemental, neutral
Armor Class 15
Hit Points 90 (12d10 +24)
Speed 0 ft., fly 90 ft. (hover)
STR 14 (+2) DEX 20 (+5) CON 15 (+2)
INT 6 (-2) WIS 10 (+0) CHA 6 (-2)
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Electrical Interference. When a spell or effect that deals lightning damage occurs within 20 feet of the elemental, it regains hit points equal to half the amount of damage rolled.
Storm 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. +8 to hit, reach 5 ft., one target. Hit: 10 (1d8+5) lightning damage and 5 (1d8) thunder damage.
Lightning Aura (Recharge 4-6). The elemental creates a 20-foot-radius sphere of electrical energy centered on itself. Each creature within the radius must make a DC 13 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save or half as much on a successful one.
Changelog: 11/12/17: Storm Elemental: Lightning Aura: Damage increased to 4d6