D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
Primal Air Elemental
Elite Gargantuan elemental, neutral
1599420149836.png

Armor Class 18
Hit Points 682 ((22d20 + 110)x2; bloodied 341)
Speed 0 ft., fly 180 ft. (hover)
1599420151125.png

STRDEXCONINTWISCHA
20 (+5)26 (+8)20 (+5)14 (+2)16 (+3)14 (+2)
1599420158514.png

Savings Throws Dex +14, Con +11, Wis +9, Cha +8
Skills Acrobatics +14, Perception +9, Stealth +14
Damage Resistances budgeoning, piercing, and slashing that is nonmagical.
Damage Immunities lightning, poison, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 180 ft., passive Perception 19
Languages Auran, Primordial
Challenge 18 (40,000 elite XP) Proficiency Bonus +6
1599420154101.png

Air Form. The elemental can enter a hostile creature’s space and stop there. The elemental can move through a space as narrow as 1 inch wide without squeezing if air can pass through the space.

Colossal. The elemental’s space is 30 feet by 30 feet.

Elemental Attacks. The primal elemental’s attacks are treated as magical weapons.

Elemental Resistance (3/short rest). If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.

Magic Resistance. The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.

Primal Storm (Elite Trait, recharges after a short or long rest). If the elemental bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, it can use its elite actions, and it immediately uses its Storm Charge elite action.

Untethered. The elemental has advantage on effects that would inflict the incapacitated condition.

ACTIONS
Multiattack.
The elemental makes three attacks, any combination of slam and wind lance attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage,

Wind Lance. Ranged Weapon Attack: +14 to hit, range 180 ft., one target. Hit: 25 (5d6+8) piercing damage and the target must succeed on a DC 21 Strength saving throw or be pushed 15 feet.

Whirlwind (Recharge 4-6). The elemental creates a storm filled with swirling wind and debris within a 20-foot radius of itself. Any creature in the area must make a DC 20 Strength saving throw taking 26 (5d8 +4) bludgeoning and 13 (3d8) piercing damage and is flung up 50 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 18 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.

Innate Spellcasting. The elemental’s spell casting ability is Wisdom (spell save DC 17, +7 to hit with attack spells). It can innately cast the following spells, requiring no components:

At will: gust of wind, lightning bolt, shocking grasp (17th level)
3/day each: storm sphere, thunder wave (7th level), control weather (wind only),
1/day each: storm of vengeance, wish (must be air or weather related)

Summon Elementals (1/day). The elemental summons 2d8 air elementals or 1d8 elder air elementals or 1 ancient air elemental to unoccupied spaces within 180 feet of the elemental.

REACTIONS
Wind Buffet.
The elemental adds 5 to its AC against one ranged attack that would hit it. To do so, the elemental must see the attacker.

LEGENDARY ACTIONS
The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Windy Escape. The elemental can move up to half it speed without provoking opportunity attacks during this movement
Attack (Cost 2 Actions). The elemental can make a slam or wind lance attack.
Quick Casting (Cost 2 Actions). The elemental can cast an at-will spell.

ELITE ACTIONS
If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Storm.

Static Electricity (Costs 2 Actions). Until the end of its next turn, when the elemental hits a target with a slam attack, the target takes an additional 18 (4d8) lightning damage and the target cannot take reactions until the start of its next turn.
Storm Charge (Costs 3 Actions). The elemental's whirlwind ability recharges and the elemental immediately uses it.
 
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dave2008

Legend
What circumstances are those? :)
Like 4e, it is left up to the DM ;) However, the typical idea is you need to kill it on its home plan. Since there is often an idea the gods, demons, devils, etc. are stronger in their home plan am think that maybe they get an extra mythic stage in their home plan.
 

imeannoharm

Dorkus
Like 4e, it is left up to the DM ;) However, the typical idea is you need to kill it on its home plan. Since there is often an idea the gods, demons, devils, etc. are stronger in their home plan am think that maybe they get an extra mythic stage in their home plan.
Good plan.
 

dave2008

Legend
Primal Earth Elemental
Elite Gargantuan elemental, neutral
1599432259505.png

Armor Class 20 (natural armor)
Hit Points 814 ((22d20 + 176)x2; bloodied 407)
Speed 60 ft., burrow 60 ft.
1599432256505.png

STRDEXCONINTWISCHA
26 (+8)10 (+0)26 (+8)13 (+1)16 (+3)11 (+0)
1599432257942.png

Savings Throws Str +14, Dex +6, Con +14, Wis +9
Skills Acrobatics +14, Perception +9, Stealth +14
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 13
Languages Terran, Primordial
Challenge 19 (44,000 elite XP) Proficiency Bonus +6
1599432260721.png

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

Colossal. The elemental’s space is 30 feet by 30 feet.

Elemental Attacks. The primal elemental’s attacks are treated as magical weapons.

Elemental Resistance (3/short rest). If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.

Magic Resistance. The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.

Earthen Fortitude (Elite Trait, recharges after a short or long rest). If the elemental bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, and if can use its elite actions.

Rock Skin. The elemental is immune to all damage, except psychic, unless the attack or effect inflicts 10 or more hit points of damage, in which case it takes damage as normal.

Siege Monster. The primal elemental deals double damage to objects and structures.

ACTIONS
Multiattack.
The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 35 (5d10 + 8) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone or pushed 20 feet, or, if the target is Large or smaller, grappled, the elemental’s choice.

Rock. Ranged Weapon Attack: +14 to hit, range 180/ 360 ft., one target. Hit: 41 (6d10 +8) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone. If there are no rocks in the area the elemental can use a piece of its body, taking 14 (4d6) damage.

Rampage (Recharge 4-6). The elemental moves up to it speed and can enter the space of Medium or smaller creatures. The first time it enters a creature’s space, or comes within reach of a creature during the move, it can make a slam attack against the target.

Innate Spellcasting. The elemental’s spell casting ability is Wisdom (spell save DC 17, +9 to hit with attack spells). It can innately cast the following spells, requiring no components:

At will: earth tremor, earthbind, earthen grasp,mold earth
3/day each: erupting earth, move earth
1/day each: bones of the earth, earthquake

Summon Elementals (1/day). The elemental summons 2d8 earth elementals or 1d8 elder earth elementals or 1 ancient earth elemental to unoccupied spaces within 180 feet of the elemental.

LEGENDARY ACTIONS
The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The elemental moves up to half its speed.
Crush (Cost 2 Actions) The elemental squeezes on creature it is grappling. The target must make a DC22 Strength saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
Quick Casting (Cost 3 Actions). The elemental can cast an at-will spell.

ELITE ACTIONS
If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Earthen Fortitude.

Tremor. The elemental stomps its foot and creates a massive tremor in a 90-foot radius around itself. Each creature in the area must make a DC 22 Dexterity saving throw or fall prone. In addition, the area becomes difficult terrain, except for creatures with the Earth Glide trait.
Attack (Cost 2 Actions). The elemental can make a slam attack.
One with the Earth (Cost 2 Actions). If the elemental is standing on or in earth or stone, it regains 50 hit points.
Smash (Cost 3 Actions). The elemental slams both of its fists at a point on the ground within 15 feet of it. Any creature in a 5-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 22 Dexterity saving throw or take 63 (10d10 + 8) bludgeoning damage and fall prone. Additionally, each creature within a 20-foot radius of the point, except the elemental, must make a DC 22 Constitution saving throw, taking 18 (4d8) force damage on a failed save, and have as much damage on successful one.
 
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dave2008

Legend
Primal Fire Elemental
Elite Gargantuan elemental, neutral
1599434361577.png

Armor Class 18
Hit Points 682 ((22d20 + 110)x2; bloodied 341)
Speed 90 ft.
1599434360432.png

STRDEXCONINTWISCHA
16 (+3)22 (+6)20 (+5)12 (+1)16 (+3)18 (+6)
1599434359233.png

Savings Throws Dex +12, Int +7, Wis +9, Cha +12
Skills Intimidation +12, Perception +9, Persuasion +12
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical.
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 180 ft., passive Perception 19
Languages Ignan, Primordial
Challenge 18 (40,000 elite XP) Proficiency Bonus +6
1599434357569.png

Colossal. The elemental’s space is 30 feet by 30 feet.

Consume. If the elemental is hit by an attack or effect that does fire damage, the elemental takes no damage and instead gains hit points equal to the amount of fire damage. This trait does not apply to attacks and effects created by the elemental.

Elemental Attacks. The primal elemental’s attacks are treated as magical weapons.

Elemental Resistance (2/short rest). If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn within 20 feet of the elemental or hits it with a melee attack while within 20 feet of it takes 22 (4d10) 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 22 (4d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 22 (4d10) fire damage at the start of each of its turns. Additionally, the elemental sheds bright light in a 120-foot radius and dim light in an additional 120 feet.

Magic Resistance. The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.

Primal Fire (Elite Trait, recharges after a short or long rest). If the elemental is bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, it can use its elite actions, and it immediately uses its fire bane elite action.

Untethered. The elemental has advantage on effects that would inflict the incapacitated condition.

Water Susceptibility. For every 10 feet the elemental moves in water, or for every two gallons of water splashed on it, it takes 1 cold damage.

ACTIONS
Multiattack.
The elemental makes two burning touch or flame spear attacks.

Burning Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) 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 22 (4d10) fire damage at the start of each of its turns. If the target is hit with two burning touch attacks on the same turn, the target must succeed on a DC 16 Constitution saving throw or lose any resistance to fire damage for the next 12 hours,

Flame Spear. Ranged Spell Attack: +10 to hit, range 240 ft., one target. Hit: 27 (5d8 +5) fire damage.

Flame Spear Volley (Recharge 5-6). The elemental makes a flame spear attack on all targets within 240 feet of it.

Innate Spellcasting. The elemental’s spell casting ability is Charisma (spell save DC 20, +8 to hit with attack spells). It can innately cast the following spells, requiring no material components:

At will: burning hands (3rd level), control flames, fire bolt (17th level), produce flame
3/day each: fireball, wall of fire
1/day each: delayed blast fireball, fire storm,

Summon Elementals (1/day). The elemental summons 2d8 fire elementals or 1d8 elder fire elementals or 1 ancient fire elemental to unoccupied spaces within 180 feet of the elemental.

REACTIONS
Flame Shield.
The elemental adds 5 to its AC against one attack that would hit it. To do so, the elemental must see the attacker.

LEGENDARY ACTIONS
The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The elemental moves up to half its speed.
Attack (Cost 2 Actions). The elemental can make a burning touch or flame spear attack.
Quick Casting (Cost 2 Actions). The elemental can cast an at-will spell.

ELITE ACTIONS
If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Storm.

Fire Bane (Costs 3 Actions). The elemental releases a wave of magical heat that sweeps out in a 90-foot radius from it. Each creature of the elemental's choice in the area must make a DC 20 Constitution saving throw. On a failure, the target suffers two levels of exhaustion and loses any resistance or immunity to fire damage for 1 hour. On a success, the target loses any resistance to fire damage for 1 minute.
Cone of Fire (Costs 3 Actions, Recharge 5-6). The elemental ejects fire in a 120-foot cone. Each creature in the cone must make a DC 19 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one.
 
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imeannoharm

Dorkus
Primal Fire Elemental
Gargantuan elemental, neutral
View attachment 125711
Armor Class 18
Hit Points 341 (22d20 + 110)
Speed 0 ft., fly 180 ft. (hover)
View attachment 125710
STRDEXCONINTWISCHA
16 (+3)22 (+6)20 (+5)12 (+1)16 (+3)18 (+6)
View attachment 125709
Savings Throws Dex +12, Int +7, Wis +9, Cha +12
Skills Intimidation +12, Perception +9, Persuasion +12
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical.
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 180 ft., passive Perception 19
Languages Ignan, Primordial
Challenge 18 (20,000 XP)
View attachment 125708
Colossal. The elemental’s space is 30 feet by 30 feet.

Consume. If the elemental is hit by an attack or effect that does fire damage, the elemental takes no damage and instead gains hit points equal to the amount of fire damage.

Elemental Attacks. The primal elemental’s attacks are treated as magical weapons.

Elemental Resistance (2/short rest). If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn within 20 feet of the elemental or hits it with a melee attack while within 20 feet of it takes 22 (4d10) 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 22 (4d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 22 (4d10) fire damage at the start of each of its turns. Additionally, the elemental sheds bright light in a 120-foot radius and dim light in an additional 120 feet.

Innate Spellcasting. The elemental’s spell casting ability is Charisma (spell save DC 20, +8 to hit with attack spells). It can innately cast the following spells, requiring no material components:

At will: burning hands (3rd level), control flames, fire bolt (17th level), produce flame
3/day each: fireball, wall of fire
1/day each: delayed blast fireball, fire storm,

Magic Resistance. The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.

Primal Fire (Mythic Trait, recharges after a short or long rest). If the elemental is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects the elemental is suffering end for it, it regains 341 hit points, all of its abilities recharge, and it immediately uses its Fiery Teleport mythic action.

Untethered. The elemental has advantage on effects that would inflict the incapacitated condition.

Water Susceptibility. For every 10 feet the elemental moves in water, or for every two gallons of water splashed on it, it takes 1 cold damage.

ACTIONS
Multiattack.
The elemental makes two burning touch or flame spear attacks.

Burning Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) 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 22 (4d10) fire damage at the start of each of its turns. If the target is hit with two burning touch attacks on the same turn, the target must succeed on a DC 16 Constitution saving throw or lose any resistance to fire damage for the next 12 hours,

Flame Spear. Ranged Spell Attack: +10 to hit, range 240 ft., one target. Hit: 27 (5d8 +5) fire damage.

Flame Spear Volley (Recharge 5-6). The elemental makes a flame spear attack on all targets within 240 feet of it.

Summon Elementals (1/day). The elemental summons 2d8 fire elementals or 1d8 elder fire elementals or 1 ancient fire elemental to unoccupied spaces within 180 feet of the elemental.

REACTIONS
Flame Shield.
The elemental adds 5 to its AC against one attack that would hit it. To do so, the elemental must see the attacker.

LEGENDARY ACTIONS
The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The elemental moves up to half its speed.
Attack (Cost 2 Actions). The elemental can make a burning touch or flame spear attack.
Quick Casting (Cost 2 Actions). The elemental can cast an at-will spell.

MYTHIC ACTIONS
If the elemental's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Primal Storm.

Fiery Teleport (Costs 2 Actions). ???

---

The Primal Elemental as a Mythic Encounter
The primal elemental is a potent threat even to high-level characters, but you can increase the challenge by using the Primal Fire trait. When this happens, the primal elemental heals its wounds, shakes off any debilitating effects, recharges its abilities, and then it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the elemental uses its Primal Fire trait:

Future descriptive text goes here

Fighting the primal elemental as a mythic encounter is equivalent to taking on two CR 18 creatures in one encounter. Award a party 40,000 XP for defeating the primal elemental after it uses Primal Fire.
Maybe at the next stage there can be "master" elementals.
Stealing from the Creature Catalog:
Screenshot_20-28-19.jpg
 


dave2008

Legend
Primal Water Elemental
Elite Gargantuan elemental, neutral
1599475578279.png

Armor Class 15
Hit Points 702 ((22d20 + 120)x2; bloodied 351)
Speed 60 ft., swim 140 ft. Proficiency Bonus +6
1599475580360.png

STRDEXCONINTWISCHA
24 (+7)20 (+5)22 (+6)16 (+3)18 (+4)15 (+2)
1599475581574.png

Savings Throws Str +13, Dex +11, Con +12, Wis +9
Skills Athletics +13, Acrobatics +17, Stealth +11
Damage Resistances acid; bludgeoning, piercing, and slashing that is nonmagical.
Damage Immunities poison
Condition Immunities exhaustion, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 180 ft., passive Perception 13
Languages Aquan, Primordial
Challenge 18 (40,000 elite XP)
1599475582898.png

Colossal. The elemental's space is 30 feet by 30 feet,

Elemental Attacks. The primal elemental’s attacks are treated as magical weapons.

Elemental Resistance (2/short rest). If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Water 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.

Magic Resistance. The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.
.
Primal Wave (Elite Trait, recharges after a short or long rest). If the elemental is bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, it can use its elite actions, and it immediately uses its Slippery Escape elite action.

ACTIONS
Multiattack.
The elemental makes three attacks, any combination of slam and water jet attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 29 (5d8 + 7) bludgeoning damage and if the target is Huge or smaller it must make a DC 21 Strength saving throw or be grappled. At the end of the grappled creature's turn, it suffers the effects of the elemental's whelm attack until the grapple ends (escape DC 21).

Water Jet. Ranged Weapon Attack: +9 to hit, range 90 ft., one target. Hit: 24 (5d6+7) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be pushed 20 feet.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 21 Strength saving throw. On a failure, a target takes 29 (5d8 + 7) bludgeoning damage. If it is Gargantuan or smaller, it is also grappled (escape DC 21). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Gargantuan creature or two Huge creatures or four Large creatures or up to eight Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 29 (5d8 + 6) 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 17 Strength and succeeding.

Innate Spellcasting. The elemental’s spell casting ability is Wisdom (spell save DC 18, +10 to hit with attack spells). It can innately cast the following spells, requiring no components:

At will: control water, create or destroy water, tidal wave
3/day each: wall of water, watery sphere
1/day each: tsunami

Summon Elementals (1/day). The elemental summons 2d8 water elementals or 1d8 elder water elementals or 1 ancient water elemental to unoccupied spaces within 180 feet of the elemental.

LEGENDARY ACTIONS
The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Slippery Escape. The elemental can move up to half it speed without provoking opportunity attacks during this movement.
Attack (Cost 2 Actions). The elemental can make a slam or water jet attack.
Fling (Cost 2 Actions). The elemental throws a Large or smaller creature it is grappling up to 50 feet in a direction of its choosing. The target must make a DC 21 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet it was thrown and knocked prone on a failure, or half as much damage one a success. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone.
Quick Casting (Cost 2 Actions). The elemental can cast an at-will spell.

MYTHIC ACTIONS
If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Wave.

Tidal Wave. The elemental cast the spell tidal wave.
Flood (Costs 3 Actions). The elemental increases its size to 90 feet by 90 until the end of its next turn and its whelm action recharges.
 
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dave2008

Legend
Azer Archer
Medium elemental, lawful neutral
1599525843754.png

Armor Class 16 (chain)
Hit Points 33 (6d8 + 6; bloodied 16)
Speed 30 ft.
1599525845005.png

STRDEXCONINTWISCHA
16 (+3)16 (+)313 (+1)11 (+0)14 (+2)12 (+1)
1599525845883.png

Savings Throws
Str +5, Con +5
Skills Athletics +5, Perception +6
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 16
Languages Ignan
Challenge 2 (450 XP) Proficiency Bonus +2
1599525847492.png

Archer. The azer gains a +2 bonus to attack rolls made with ranged weapons (included in the attack).

Heavy Crossbow Master (3/day). As a bonus action, the azer can add 5 (1d10) to its next damage roll with a heavy crossbow.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon or its heavy crossbow, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Sharpshooter. The azer’s ranged weapon attacks ignore half and three-quarters cover.

ACTIONS
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 320 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) fire damage.

Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) fire damage.
 
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dave2008

Legend
Azer Assassin
Medium elemental, lawful neutral
1599525650843.png

Armor Class 15 (studded leather)
Hit Points 39 (6d8 + 12; bloodied 19)
Speed 30 ft.
1599525649451.png

STRDEXCONINTWISCHA
15 (+2)16 (+)315 (+2)10 (+0)14 (+2)12 (+1)
1599525647969.png

Savings Throws
Str +4, Dex +5, Con +4
Skills Acrobatics +5, Athletics +4, Perception +4, Stealth +7
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Ignan
Challenge 2 (450 XP) Proficiency Bonus +2
1599525646388.png

Assassinate. During its first turn, the azer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the azer scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft. Additionally, the azer can use a bonus action to suppress or reveal this trait. Providing no illumination when it is suppressed.

Sneak Attack (1/Turn). The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't Incapacitated and the assassin doesn't have disadvantage on the Attack roll.

ACTIONS
Hand Pick. Melee Weapon Attack: +5 to hit, reach 5 ft.., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) fire damage for melee or 5 (1d4 +3) piercing damage ranged.
damage.
 
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dave2008

Legend
Azer Commander
Medium elemental, lawful neutral
1599524937559.png

Armor Class 20 (plate, shield)
Hit Points 68 (8d8 + 32; bloodied 34)
Speed 30 ft.
1599524938576.png

STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)11 (+0)13 (+1)14 (+2)
1599524939520.png

Savings Throws
Str +7, Con +7, Wis +4
Skills Athletics +7, Intimidation +5, Perception +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Ignan
Challenge 5 (1800 XP) Proficiency Bonus +3
1599524940751.png

Action Surge (1/day). On the azer’s turn it can take one additional action on top of its regular action and a possible bonus action.

Brute. The azer can wield a two-handed weapon with one hand.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee or thrown weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Maneuvers (4/short rest): The azer’s maneuver ability is Strength (maneuver save DC 14). The azer can use one of the following maneuvers on one attack:
  • Distracting Strike. When the azer hits a creature with a weapon attack it can use a bonus action to attempt to distract the target. Add 4 (1d8) to the attack’s damage and the next attack on that target, that isn’t by the azer, has advantage if it is attempted before the azer’s next turn.
  • Maneuvering Attack. When the azer hits a creature with a melee weapon attack it can use a bonus action to position an ally into a more advantageous position. The azer adds 4 (1d8) to the attacks damage and chooses one friendly creature that can see or hear it. That creature can use its reaction to move half its speed without provoking opportunity attacks from the original target of the attack.
  • Precision Attack. The azer can use a bonus action and add 4 (1d8) to its next attack the roll.
Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

ACTIONS
Multiattack. The azer makes two attacks.

Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) fire damage.
 
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dave2008

Legend
Azer Mage
Medium elemental, lawful neutral
1599525175150.png

Armor Class 12 (15 with mage armor)
Hit Points 27 (6d8; bloodied 14)
Speed 30 ft.
1599525174115.png

STRDEXCONINTWISCHA
11 (+0)14 (+2)10 (+0)17 (+3)13 (+1)12 (+1)
1599525173071.png

Savings Throws
Dex +4, Con +2, Int +5
Skills Arcana +5, Insight +5
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Ignan
Challenge 2 (450 XP) Proficiency Bonus +2
1599525171996.png

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon or its heavy crossbow, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

War Caster. The azer has advantage on Constitution saving throws to maintain concentration on a spell when it takes damage. Additionally, it can use a reaction to cast a spell targeting a creature whose movement provokes an opportunity attack from the azer. The spell must have a casting time of 1 action.

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) fire damage for melee or 5 (1d4 +3) piercing damage ranged.

Spellcasting.
The azer is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The azer has the following spells prepared:

Cantrips (at will): fire bolt, mage hand, message, prestidigitation
1st level (4 slots): mage armor, magic missile, shield, sleep
2nd level (3 slots): flaming sphere, misty step
3rd level (2 slots): counterspell, fireball
 
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dave2008

Legend
Azer Priest
Medium elemental, lawful neutral
1599525443394.png

Armor Class 15 (scale mail)
Hit Points 39 (6d8 + 12; bloodied 19)
Speed 30 ft.
1599525444469.png

STRDEXCONINTWISCHA
15 (+2)13 (+1)15 (+2)12 (+1)16 (+3)14 (+2)
1599525445424.png

Savings Throws
Con +4, Wis +5
Skills Medicine +3, Religion +3
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Ignan
Challenge 2 (450 XP) Proficiency Bonus +2
1599525450963.png

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

War Caster. The azer has advantage on Constitution saving throws to maintain concentration on a spell when it takes damage. Additionally, it can use a reaction to cast a spell targeting a creature whose movement provokes an opportunity attack from the azer. The spell must have a casting time of 1 action.

ACTIONS
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Spellcasting.
The azer is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The azer has the following spells prepared:

Cantrips (at will): resistance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, cure wounds, detect evil and good
2nd level (3 slots): aid, hold person, lesser restoration
3rd level (2 slots): dispel magic, spirit guardians
 
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dave2008

Legend
Azer Warrior
Medium elemental, lawful neutral
1599516911164.png

Armor Class 19 (splint, shield)
Hit Points 45 (6d8 + 18; bloodied 22)
Speed 30 ft.
1599516912593.png

STRDEXCONINTWISCHA
17 (+3)12 (+1)16 (+3)11 (+0)13 (+1)12 (+1)
1599516915092.png
Savings Throws Str +5, Con +5
Skills Athletics +5, Intimidation +3
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Ignan
Challenge 2 (450 XP) Proficiency Bonus +2
1599516918363.png

Action Surge (1/day). On the azer’s turn it can take one additional action on top of its regular action and a possible bonus action.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee or thrown weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Improved Critical. The azer makes a critical hit with a weapon attack on a roll of 19-20.

ACTIONS
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage.
 
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dave2008

Legend
Bugbear Assassin
Medium humanoid (goblinoid), chaotic neutral
1599526314111.png

Armor Class 14 (hide armor)
Hit Points 52 (8d8 + 16; bloodied 26)
Speed 30 ft., climb 30 ft,
1599526312902.png

STRDEXCONINTWISCHA
15 (+2)18 (+4)14 (+2)10 (+0)12 (+1)9 (-1)
1599526310905.png

Savings Throws
Dex +6, Con +4, Wis +3
Skills Acrobatics +6, Perception +3, Stealth +8, Survival +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 2 (450 XP) Proficiency Bonus +2
1599526309562.png

Assassinate. During its first turn, if the bugbear has advantage on its attack rolls against any creature that hasn't taken a turn. Any hit the bugbear scores against a surprised creature is a critical hit.

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Quick Claws. The bugbear’s claws are considered finesse weapons.

Sneak Attack (1/turn). The bugbear’s deals an extra 10 (3d6) damage to one creature it hits, while the bugbear has advantage on its attack roll against that target or an ally within 5 feet of the target, with a finesse or ranged weapon.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

ACTIONS
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing or 5 (1d4 + 3) piercing damage at range.

BONUS ACTIONS
Cunning Action
The bugbear can take the Dash, Disengage, or Hide actions.

REACTION
Uncanny Dodge.
When the bugbear is hit with an attack it can see, the damage of the attack is reduced by half.
 
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dave2008

Legend
Bugbear Berserker
Medium humanoid (goblinoid), chaotic neutral
1599526640754.png

Armor Class 13 (unarmored defense)
Hit Points 45 (7d8 + 14; bloodied 22)
Speed 40 ft.
1599526642018.png

STRDEXCONINTWISCHA
17 (+3)13 (+1)15 (+2)8 (-1)11 (+1)9 (-1)
1599526643820.png

Savings Throws
Str +5, Con +4, Wis +3
Skills Athletics +5, Intimidation +3, Survival +4
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 4 (1,100 XP) Proficiency Bonus +2
1599526644799.png

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Danger Sense. If the bugbear isn’t blinded, deafened, or incapacitated it has advantage on Dexterity saving throws against effects that it can see.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

ACTIONS
Multiattack. The bugbear can make two melee attacks.

Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing or 6 (1d6 + 3) piercing damage at range.

BONUS ACTIONS
Rage (4/day).
The bugbear can enter a rage for 1 minute. While raging it gains the following benefits: advantage on Strength checks and saving throws; a +2 damage bonus to attacks using Strength; and resistance to bludgeoning, piercing, and slashing damage.
 
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dave2008

Legend
Bugbear Thief
Medium humanoid (goblinoid), chaotic neutral
1599526627160.png

Armor Class 14 (hide armor)
Hit Points 38 (7d8 + 7; bloodied 19)
Speed 30 ft., climb 30 ft.
1599526625934.png

STRDEXCONINTWISCHA
14 (+2)16 (+3)13 (+1)10 (+0)12 (+1)9 (-1)
1599526624794.png

Savings Throws
Dex +5, Con +3, Wis +3
Skills Acrobatics +5, Perception +3, Stealth +7, Survival +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 3 (700 XP) Proficiency Bonus +2
1599526623356.png

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Quick Claws. The bugbear’s claws are considered finesse weapons.

Sneak Attack (1/turn). The bugbear’s deals an extra 10 (3d6) damage to one creature it hits, while the bugbear has advantage on its attack roll against that target or an ally within 5 feet of the target, with a finesse or ranged weapon.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the bugbear can choose one of the following options:
  • the target takes an extra 10 (3d6) damage from the attack.
  • If the bugbear uses a claw attack, the target is also grappled

ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing or 5 (1d4 + 3) piercing damage at range.

BONUS ACTION
Cunning Action
The bugbear can take the Dash, Disengage, or Hide action.

REACTION
Uncanny Dodge.
When the bugbear is hit with an attack it can see, the damage of the attack is reduced by half.
 
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