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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8082872" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Primal Fire Elemental</span></strong></p><p><em>Elite Gargantuan elemental, neutral</em></p><p>[ATTACH=full]125711[/ATTACH]</p><p><strong>Armor Class</strong> 18</p><p><strong>Hit Points</strong> 682 ((22d20 + 110)x2; bloodied 341)</p><p><strong>Speed</strong> 90 ft.</p><p>[ATTACH=full]125710[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>16 (+3)</td><td>22 (+6)</td><td>20 (+5)</td><td>12 (+1)</td><td>16 (+3)</td><td>18 (+6)</td></tr></table><p>[ATTACH=full]125709[/ATTACH]</p><p><strong>Savings Throws</strong> Dex +12, Int +7, Wis +9, Cha +12</p><p><strong>Skills</strong> Intimidation +12, Perception +9, Persuasion +12</p><p><strong>Damage Resistances </strong>radiant; bludgeoning, piercing, and slashing that is nonmagical.</p><p><strong>Damage Immunities</strong> fire, poison</p><p><strong>Condition Immunities </strong>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</p><p><strong>Senses</strong> darkvision 180 ft., passive Perception 19</p><p><strong>Languages</strong> Ignan, Primordial</p><p><strong>Challenge</strong> 18 (40,000 elite XP) <strong>Proficiency Bonus</strong> +6</p><p>[ATTACH=full]125708[/ATTACH]</p><p><strong><em>Colossal.</em></strong> The elemental’s space is 30 feet by 30 feet.</p><p></p><p><strong><em>Consume.</em></strong> 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.</p><p></p><p><strong><em>Elemental Attacks.</em></strong> The primal elemental’s attacks are treated as magical weapons.</p><p></p><p><strong><em>Elemental Resistance (2/short rest).</em></strong> If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.</p><p></p><p><strong><em>Fire Form.</em></strong> 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.</p><p></p><p><strong><em>Magic Resistance. </em></strong>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.</p><p></p><p><strong><em>Primal Fire (Elite Trait, recharges after a short or long rest). </em></strong>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.</p><p></p><p><strong><em>Untethered. </em></strong>The elemental has advantage on effects that would inflict the incapacitated condition.</p><p></p><p><strong><em>Water Susceptibility.</em></strong> For every 10 feet the elemental moves in water, or for every two gallons of water splashed on it, it takes 1 cold damage.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The elemental makes two burning touch or flame spear attacks.</p><p></p><p><strong><em>Burning Touch. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 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,</p><p></p><p><strong><em>Flame Spear. </em></strong><em>Ranged Spell Attack:</em> +10 to hit, range 240 ft., one target. <em>Hit:</em> 27 (5d8 +5) fire damage.</p><p></p><p><strong><em>Flame Spear Volley (Recharge 5-6).</em></strong> The elemental makes a flame spear attack on all targets within 240 feet of it.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> 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:</p><p></p><p>At will: <em>burning hands (3rd level), control flames, fire bolt (17th level), produce flame</em></p><p>3/day each:<em> fireball, wall of fire</em></p><p>1/day each: <em>delayed blast fireball, fire storm, </em></p><p></p><p><strong><em>Summon Elementals (1/day).</em></strong> 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.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Flame Shield.</em></strong> The elemental adds 5 to its AC against one attack that would hit it. To do so, the elemental must see the attacker.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>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.</p><p></p><p><strong>Move. </strong>The elemental moves up to half its speed.</p><p><strong>Attack (Cost 2 Actions). </strong>The elemental can make a burning touch or flame spear attack.</p><p><strong>Quick Casting (Cost 2 Actions). </strong>The elemental can cast an at-will spell.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Storm.</p><p></p><p><strong>Fire Bane (Costs 3 Actions). </strong>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.</p><p><strong>Cone of Fire (Costs 3 Actions, Recharge 5-6). </strong>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.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8082872, member: 83242"] [B][SIZE=6]Primal Fire Elemental[/SIZE][/B] [I]Elite Gargantuan elemental, neutral[/I] [ATTACH type="full" alt="1599434361577.png"]125711[/ATTACH] [B]Armor Class[/B] 18 [B]Hit Points[/B] 682 ((22d20 + 110)x2; bloodied 341) [B]Speed[/B] 90 ft. [ATTACH type="full" alt="1599434360432.png"]125710[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]16 (+3)[/TD] [TD]22 (+6)[/TD] [TD]20 (+5)[/TD] [TD]12 (+1)[/TD] [TD]16 (+3)[/TD] [TD]18 (+6)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599434359233.png"]125709[/ATTACH] [B]Savings Throws[/B] Dex +12, Int +7, Wis +9, Cha +12 [B]Skills[/B] Intimidation +12, Perception +9, Persuasion +12 [B]Damage Resistances [/B]radiant; bludgeoning, piercing, and slashing that is nonmagical. [B]Damage Immunities[/B] fire, poison [B]Condition Immunities [/B]exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious [B]Senses[/B] darkvision 180 ft., passive Perception 19 [B]Languages[/B] Ignan, Primordial [B]Challenge[/B] 18 (40,000 elite XP) [B]Proficiency Bonus[/B] +6 [ATTACH type="full" alt="1599434357569.png"]125708[/ATTACH] [B][I]Colossal.[/I][/B] The elemental’s space is 30 feet by 30 feet. [B][I]Consume.[/I][/B] 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. [B][I]Elemental Attacks.[/I][/B] The primal elemental’s attacks are treated as magical weapons. [B][I]Elemental Resistance (2/short rest).[/I][/B] If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw. [B][I]Fire Form.[/I][/B] 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. [B][I]Magic Resistance. [/I][/B]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. [B][I]Primal Fire (Elite Trait, recharges after a short or long rest). [/I][/B]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. [B][I]Untethered. [/I][/B]The elemental has advantage on effects that would inflict the incapacitated condition. [B][I]Water Susceptibility.[/I][/B] For every 10 feet the elemental moves in water, or for every two gallons of water splashed on it, it takes 1 cold damage. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The elemental makes two burning touch or flame spear attacks. [B][I]Burning Touch. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I] 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, [B][I]Flame Spear. [/I][/B][I]Ranged Spell Attack:[/I] +10 to hit, range 240 ft., one target. [I]Hit:[/I] 27 (5d8 +5) fire damage. [B][I]Flame Spear Volley (Recharge 5-6).[/I][/B] The elemental makes a flame spear attack on all targets within 240 feet of it. [B][I]Innate Spellcasting.[/I][/B] 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: [I]burning hands (3rd level), control flames, fire bolt (17th level), produce flame[/I] 3/day each:[I] fireball, wall of fire[/I] 1/day each: [I]delayed blast fireball, fire storm, [/I] [B][I]Summon Elementals (1/day).[/I][/B] 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. [B][U]REACTIONS[/U] [I]Flame Shield.[/I][/B] The elemental adds 5 to its AC against one attack that would hit it. To do so, the elemental must see the attacker. [B][U]LEGENDARY ACTIONS[/U][/B] 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. [B]Move. [/B]The elemental moves up to half its speed. [B]Attack (Cost 2 Actions). [/B]The elemental can make a burning touch or flame spear attack. [B]Quick Casting (Cost 2 Actions). [/B]The elemental can cast an at-will spell. [B][U]ELITE ACTIONS[/U][/B] If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Storm. [B]Fire Bane (Costs 3 Actions). [/B]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. [B]Cone of Fire (Costs 3 Actions, Recharge 5-6). [/B]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. [/QUOTE]
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