The next two quasielementals are the
mineral elemental and the
lightning elemental. Storm giants might have lightning elemental servants, and if you’re going to use my
gem-vars, you could give them a mineral elemental pet or even steed.
One thing I find particularly interesting about the mineral elemental is that the writeup in this article says that two of them can
merge into a single, larger entity. While I’m sure this is related to the fact that one can grow gems, but it just makes me want to sing:
We… are the Crysal Gems! / We’ll always save the day! (When is Hulu going to get season 5 so I can finish watching it? I’m not going to pay for yet another streaming service just for one show.)
Quasi-Elementals
Plane Speaking: The (Positive) Quasi-Elementals, Dragon Magazine #125
Created by Jeff Grubb
Mineral Elemental
Mineral elementals appear where the Plane of Earth and Positive Plane mix, but can also be found deep underground, near untouched veins and clusters or gemstones. When a mineral elemental dies, its body disintegrates in dozens of gemstones (mostly low-quality, with few worth more than 10 gold, but with a few valuable stones mixed in), but fortunately for them, few people think that it’s worth the risk to hunt them down.
Mineral Elemental Signs
1. A trail of gemdust.
2. Natural gemstones that glow with gentle light.
3. The sound of crystalline windchimes.
4. Gemstones growing in the wall in unnaturally artistic patterns.
Mineral Elemental Behavior
1. Polishing a rough gemstone.
2. Crudely carving a huge gem into a figurine.
3. Aggressive; will attack on sight
4. Patrolling, will confront anyone who has gemstones on their person.
Mineral Elemental Appearance
1. A hulking, headless quadrupedal beast made of rough earth and stone, studded with uncut gems.
2. A rotating plumb bob made of a single, giant gemstone (hovers just above the ground but doesn’t “fly”, per se).
3. A multiarmed, humanoid knight, glittering with golden mica.
4. A dark, dragon-like creature with glowing eyes.
Mineral Elemental
Large elemental
Challenge 5 (1,800 XP)
AC 17 (natural armor)
HP 114 (12d10+48; bloodied 57)
Speed 30 ft., burrow 30 ft.
STR 18 (+4)
DEX 11 (+0)
CON 19 (+4)
INT 6 (-2)
WIS 8 (-1)
CHA 7 (-2)
Proficiency +3
Maneuver DC 15
Damage Vulnerabilities acid
Damage Resistances radiant, lightning; damage from nonmagical weapons
Damage Immunities poison
Condition Immunities fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Terran
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.
Gem Sense. The elemental can locate by smell gems within 500 feet.
Regeneration. The elemental regains 5 hit points at the start of its turn if it has at least 1 hit point, as long as it is touching nonmagical stone. If it takes acid or thunder damage, this trait doesn’t function at the start of the elemental’s next turn.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) piercing damage.
Merge. Two mineral elementals who are within 5 feet of each other can choose to merge and become a giant mineral elemental. While merged, they regenerate 10 hit points at the start of each of its turns as long as it is touching nonmagical stone. If the merged elemental takes lightning damage, it must make a Constitution saving throw, as if it were concentrating on a spell, or immediately split into its original two bodies.
Combat
Mineral elementals fight aggressively and with little finesse, and will fight until slain.
Variant: Giant Mineral Elemental
A giant mineral elemental is CR 9 (5,000 XP) and is Huge. It has 157 (15d12+60; bloodied 78) hit points. Its slam attack deals an extra 7 (2d6) piercing damage. While merged, its size doesn’t change but it has advantage on Strength ability checks, attack rolls, and saving throws, and its attacks do an extra 2 (1d4) bludgeoning damage, whether it merges with a regular or giant mineral elemental.
*
Lightning Elemental
Fast-moving and impulsive, lightning elementals are born from the energies of the Plane of Life and the Plane of Air. They are quite social, at least amongst themselves.
Lightning Elemental Signs
1. Everyone’s hair stands on end
2. The smell of ozone in the air
3. Whenever a creature touches an object, it gets shocked.
4. The crackle of thunder in the distance.
Lightning Elemental Behavior
1. Dancing in a thunderstorm
2. Pestering the party for information; offering fun facts in exchange.
3. Gossiping with other creatures.
4. Racing the fastest flying thing it can find.
Lightning Elemental Appearance
1. Ball lightning
2. A tremendous, glowing eagle with lighting emerging from its eyes and wingtips
3. A skeleton made entirely out of cracking lightning.
4. A shimmering red ring.
Lightning Elemental
Large elemental
Challenge 5 (1,800 XP)
AC 15
HP 90 (12d10+24; bloodied 45)
Speed 0 ft., fly 60 ft.
STR 7 (-2)
DEX 21 (+5)
CON 15 (+2)
INT 5 (-3)
WIS 7 (-2)
CHA 7 (-2)
Proficiency +3
Maneuver DC 16
Damage Resistances acid, fire, radiant, thunder; damage from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities blinded, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Illumination. The elemental sheds bright light in a 20- foot radius and dim light in an additional 20 feet.
Lightning Form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. A creature that hit it with a metal weapon or while wearing metal armor takes an additional 5 lightning 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 5 (1d10) lightning damage.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 5 (1d10) cold damage. If the elemental is moving through water or splashed with water, then at the end of each of its turns, each creature within 10 feet of it takes 5 (1d10) lightning damage.
Actions
Multiattack. The elemental makes two zap attacks.
Zap. Melee Weapon Attack: +8, reach 5 ft., or reach 10 feet if the target is wearing metal armor or wielding a metal weapon, one target.
Hit: 14 (2d8+5) lightning damage.
Ball Lightning (Recharge 5-6). The elemental discharges a globe of lightning in a space within 5 feet of the elemental. The globe doesn’t fill its space and doesn’t move. an electrical spark jumps to any number of creatures within 5 feet of the globe that are wearing metal armor or carrying a metal weapon or shield. Such a creature must make a DC 13 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed saving throw, or half as much on a successful one. The ball remains in place until the end of the elemental’s next turn.
Reactions
Teleport. The lightning elemental can teleport up to 100 feet away to an unoccupied space it can see, provided that that space is within 5 feet of a Small or larger metallic object.
Combat
Lightning elementals fight chaotically, jumping from one place to another and shocking anyone they come near. They use their use Ball Lightning strategically near the
Variant: Giant Lightning Elemental
A giant lightning elemental is CR 9 (5,000 XP) and is Huge. It has 127 (15d10+30; bloodied 63) hit points. Its Touch attack and Ball Lightning deal an additional 10 (3d6) lightning damage.