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<blockquote data-quote="Faolyn" data-source="post: 8762028" data-attributes="member: 6915329"><p>This next issue is the companion of Plane Speaking (and shares the same name), and it covers the negative quasi-elementals. These elementals are formed by the combined energies of an elemental plane and the Plane of Positive Energy/Plane of Death. As before, they use the Legends and Lore and Encounters of the standard elementals. The two for this entry are the <strong>ash elemental</strong> and the <strong>vacuum elemental</strong>. I can imagine an ash elemental as arising after a mass destruction, but the vacuum elemental is so odd, I see it more as being an unfortunate side effect of planar magic gone wrong.</p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Quasi-Elementals</span></strong></span></p><p>Plane Speaking, Dragon Magazine #128</p><p>Created by Jeff Grub</p><p></p><p><strong><u><span style="font-size: 22px">Ash Elemental</span></u></strong></p><p>These elementals are formed where the Plane of Death sucks the heat from the Plane of Fire, leaving nothing but ashes behind. They are ashy gray and are dotted by glowing cinders but cool to the touch. They feed by draining the warmth and life from creatures around them, and they lead a precarious existence: too much heat destroys them, but they starve in the cold. A few people believe that ash elementals are undead fire elementals, although this isn’t true. When on the Material Plane, they often dwell in exist volcanoes or in the remains of cities that burned to ground.</p><p></p><p><strong><span style="font-size: 18px">Ash Elemental Signs</span></strong></p><p>1. The air is filled with smoke and objects are covered in a thin film of soot.</p><p>2. Objects in the area look burned and fall apart when touched.</p><p>3. Fires lit in the area produce copious amount of soot and cinders.</p><p>4. An unnatural chill in the air.</p><p></p><p><strong><span style="font-size: 18px">Ash Elemental Behavior</span></strong></p><p>1. Plotting against a fire elemental foe.</p><p>2. Painting a mural using only ash and charcoal as pigments.</p><p>3. Snuffing every fire it comes across.</p><p>4. Eating the burnt remains of an old campfire.</p><p></p><p><strong><span style="font-size: 18px">Ash Elemental Appearance</span></strong></p><p>1. A gray, sooty humanoid urchin-child.</p><p>2. A slate-gray, smudgy centaur.</p><p>3. A humanoid figure made of coals.</p><p>4. A pale, serpentine creature.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Ash Elemental</span></span></strong></p><p><strong>Large elemental</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 114 (12d10+48; bloodied 57)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 5 (-3) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Damage Vulnerabilities</strong> fire</p><p><strong>Damage Resistances</strong> necrotic; damage from nonmagical attacks</p><p><strong>Damage Immunities</strong> cold, poison</p><p><strong>Condition Immunities</strong> fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> Ignan</p><p><strong><em>Amorphous. </em></strong>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.</p><p><strong><em>Fiery Reaction. </em></strong>If the elemental takes fire damage, then any creature within 10 feet of it must make a DC 15 Dexterity saving throw or take 5 (1d10) fire damage as white-hot embers fly off the elemental’s body.</p><p><strong><em>Heat Death. </em></strong>A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage.</p><p><strong><em>Hypothermic.</em></strong> If the elemental takes cold damage, it takes no damage but is slowed until the end of its next turn.</p><p><strong><em>Negative Sight.</em></strong> The elemental’s darkness penetrates magical darkness.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The elemental makes two slam attacks.</p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack: </em>+6, reach 5 ft., one target. <em>Hit: </em>12 (2d8+3) bludgeoning damage plus 5 (1d10) cold damage.</p><p><strong><em>Drain Heat (Recharge 5-6). </em></strong>The elemental focuses its heat-drain into a 30-foot cone and sucks the warmth out of living creatures. Each creature in that area must make a DC 15 Constitution saving throw or take 10 (3d6) cold damage and 10 (3d6) necrotic damage, and the elemental regains hit points equal to half the necrotic damage dealt. Constructs and undead are immune to this attack. Normal fires in this area are extinguished</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>The elemental uses Drain Heat to weaken two or more creatures, then uses its Slam to finish the job.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Giant Ash Elemental</span></span></strong></p><p>A giant ash elemental is CR 9 (5,000 XP) and is Huge. It has 157 (15d12+60; bloodied 78 hit points). Its Slam and Drain Heat attacks deal an extra 9 (2d8) cold damage.</p><p></p><p>*</p><p></p><p><strong><u><span style="font-size: 22px">Vacuum Elemental</span></u></strong></p><p>Vacuum elementals, sometimes called void elementals, are creatures are born from what would be the ultimate Kármán line—where the Plane of Air meets the Plane of Death. Vacuum elementals are the embodiment of the absence of everything and have only a single appearance, if it can be called that: they are an invisible, shapeless blob of absolute nothingness.</p><p></p><p>These elementals are not typically hostile, but their mere presence is dangerous—they can easily suck all the air out of an area in just minutes. The act of drawing all matter into their bodies is actually slightly tiring to them, and when given the opportunity, they prefer to relax.</p><p></p><p><strong><span style="font-size: 18px">Vacuum Elemental Signs</span></strong></p><p>1-2. A high-powered, roaring wind that stops as quickly as it stops.</p><p>3. It’s unusually quiet in the area.</p><p>4. Loose materials are scattered on the floor in a way that suggests they were being sucked to a particular point.</p><p></p><p><strong><span style="font-size: 18px">Vacuum Elemental Behavior</span></strong></p><p>1-2. Relaxing and/or meditating.</p><p>3. Angry at being interrupted; will attack on sight.</p><p>4. Carefully and neatly destroying an object.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Vacuum Elemental</span></span></strong></p><p><strong>Large elemental</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 13</p><p><strong>HP</strong> 90 (12d10+24; bloodied 45)</p><p><strong>Speed</strong> 30 ft., fly 30 ft.</p><p></p><p><strong>STR</strong> 11 (+0) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 15 (+2)</p><p><strong>INT</strong> 6 (-2) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 6 (-2)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Damage Vulnerabilities</strong> radiant</p><p><strong>Damage Resistances</strong> nonmagical bludgeoning, piercing, and slashing</p><p><strong>Damage Immunities</strong> force, necrotic, poison</p><p><strong>Condition Immunities</strong> fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> Auran</p><p><strong><em>Airy Weakness.</em></strong> The elemental has disadvantage on saving throws against spells from the Air school of magic. Additionally, if it fails its saving throw against such a spell, it takes 2 (1d4) bludgeoning damage per slot level with which the spell was cast., in addition to any damage the spell normally inflicts.</p><p><strong><em>Amorphous. </em></strong>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.</p><p><strong><em>Invisible. </em></strong>The elemental is invisible.</p><p><strong><em>Negative Sight.</em></strong> The elemental’s darkness penetrates magical darkness.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The elemental makes two slam attacks.</p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack: </em>+5, reach 5 ft., one target. <em>Hit: </em>12 (2d8+3) force damage.</p><p><strong><em>Rapid Decompression (Recharge 6). </em></strong>The elemental sucks in all the air in a 60-foot sphere around. All creatures in that area must make a DC 14 Strength saving throw or take 18 (4d8) force damage, fall prone, and be pulled 30 feet towards the elemental. On a successful save, the creature takes half damage and is pulled 15 feet towards the elemental. If the save fails by 5 or more, the creature also takes 1 level of fatigue.</p><p> If the area the elemental is in is a confined space (e.g., a room with the doors and windows shut, even if not airtight), then creatures other than the elemental that are in that space can’t breathe or speak and are deafened for 5 (1d6+2) rounds. During this time, a creature that attempts to move in a direction other than towards the elemental must spend 5 feet of movement for each foot it moves, and it has disadvantage on Strength and Dexterity checks, and on attack rolls made with ranged weapon attacks. Additionally, all nonmagical fires within the area are extinguished and nonmagical fires can’t be lit until the effect ends.</p><p> A creature that touches the elemental or hits it with a melee attack while within 5 feet of it and this ability is in effect takes 9 (2d8) force damage.</p><p> If the area is instead open, then this effect instead lasts until the end of the elemental’s next turn.</p><p> A creature that is reduced to 0 hit points because of this attack dies and is sucked into the elemental, vanishing completely.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>The vacuum elemental prefers to engage in combat in closed areas, so its Explosive Decompression is the most effective. While that attack is in effect, it uses its slam on any creatures still standing.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Giant Vacuum Elemental</span></span></strong></p><p>A giant vacuum elemental is CR 9 (5,000 XP) and is Huge. It has 127 (15d12+30; bloodied 63) hit points. Its slam attack deals an extra 7 (2d6) damage and in a confined space, its Rapid Decompression lasts for 7 (2d4+2) rounds instead.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8762028, member: 6915329"] This next issue is the companion of Plane Speaking (and shares the same name), and it covers the negative quasi-elementals. These elementals are formed by the combined energies of an elemental plane and the Plane of Positive Energy/Plane of Death. As before, they use the Legends and Lore and Encounters of the standard elementals. The two for this entry are the [B]ash elemental[/B] and the [B]vacuum elemental[/B]. I can imagine an ash elemental as arising after a mass destruction, but the vacuum elemental is so odd, I see it more as being an unfortunate side effect of planar magic gone wrong. [SIZE=6][B][COLOR=rgb(65, 168, 95)]Quasi-Elementals[/COLOR][/B][/SIZE] Plane Speaking, Dragon Magazine #128 Created by Jeff Grub [B][U][SIZE=6]Ash Elemental[/SIZE][/U][/B] These elementals are formed where the Plane of Death sucks the heat from the Plane of Fire, leaving nothing but ashes behind. They are ashy gray and are dotted by glowing cinders but cool to the touch. They feed by draining the warmth and life from creatures around them, and they lead a precarious existence: too much heat destroys them, but they starve in the cold. A few people believe that ash elementals are undead fire elementals, although this isn’t true. When on the Material Plane, they often dwell in exist volcanoes or in the remains of cities that burned to ground. [B][SIZE=5]Ash Elemental Signs[/SIZE][/B] 1. The air is filled with smoke and objects are covered in a thin film of soot. 2. Objects in the area look burned and fall apart when touched. 3. Fires lit in the area produce copious amount of soot and cinders. 4. An unnatural chill in the air. [B][SIZE=5]Ash Elemental Behavior[/SIZE][/B] 1. Plotting against a fire elemental foe. 2. Painting a mural using only ash and charcoal as pigments. 3. Snuffing every fire it comes across. 4. Eating the burnt remains of an old campfire. [B][SIZE=5]Ash Elemental Appearance[/SIZE][/B] 1. A gray, sooty humanoid urchin-child. 2. A slate-gray, smudgy centaur. 3. A humanoid figure made of coals. 4. A pale, serpentine creature. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Ash Elemental[/SIZE][/COLOR] Large elemental[/B] Challenge 5 (1,800 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 114 (12d10+48; bloodied 57) [B]Speed[/B] 30 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 16 (+3) [B]CON[/B] 18 (+4) [B]INT[/B] 5 (-3) [B]WIS[/B] 10 (+0) [B]CHA[/B] 8 (-1) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 13 [B]Damage Vulnerabilities[/B] fire [B]Damage Resistances[/B] necrotic; damage from nonmagical attacks [B]Damage Immunities[/B] cold, poison [B]Condition Immunities[/B] fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] Ignan [B][I]Amorphous. [/I][/B]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. [B][I]Fiery Reaction. [/I][/B]If the elemental takes fire damage, then any creature within 10 feet of it must make a DC 15 Dexterity saving throw or take 5 (1d10) fire damage as white-hot embers fly off the elemental’s body. [B][I]Heat Death. [/I][/B]A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage. [B][I]Hypothermic.[/I][/B] If the elemental takes cold damage, it takes no damage but is slowed until the end of its next turn. [B][I]Negative Sight.[/I][/B] The elemental’s darkness penetrates magical darkness. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The elemental makes two slam attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack: [/I]+6, reach 5 ft., one target. [I]Hit: [/I]12 (2d8+3) bludgeoning damage plus 5 (1d10) cold damage. [B][I]Drain Heat (Recharge 5-6). [/I][/B]The elemental focuses its heat-drain into a 30-foot cone and sucks the warmth out of living creatures. Each creature in that area must make a DC 15 Constitution saving throw or take 10 (3d6) cold damage and 10 (3d6) necrotic damage, and the elemental regains hit points equal to half the necrotic damage dealt. Constructs and undead are immune to this attack. Normal fires in this area are extinguished [B][SIZE=5]Combat[/SIZE][/B] The elemental uses Drain Heat to weaken two or more creatures, then uses its Slam to finish the job. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Giant Ash Elemental[/SIZE][/COLOR][/B] A giant ash elemental is CR 9 (5,000 XP) and is Huge. It has 157 (15d12+60; bloodied 78 hit points). Its Slam and Drain Heat attacks deal an extra 9 (2d8) cold damage. * [B][U][SIZE=6]Vacuum Elemental[/SIZE][/U][/B] Vacuum elementals, sometimes called void elementals, are creatures are born from what would be the ultimate Kármán line—where the Plane of Air meets the Plane of Death. Vacuum elementals are the embodiment of the absence of everything and have only a single appearance, if it can be called that: they are an invisible, shapeless blob of absolute nothingness. These elementals are not typically hostile, but their mere presence is dangerous—they can easily suck all the air out of an area in just minutes. The act of drawing all matter into their bodies is actually slightly tiring to them, and when given the opportunity, they prefer to relax. [B][SIZE=5]Vacuum Elemental Signs[/SIZE][/B] 1-2. A high-powered, roaring wind that stops as quickly as it stops. 3. It’s unusually quiet in the area. 4. Loose materials are scattered on the floor in a way that suggests they were being sucked to a particular point. [B][SIZE=5]Vacuum Elemental Behavior[/SIZE][/B] 1-2. Relaxing and/or meditating. 3. Angry at being interrupted; will attack on sight. 4. Carefully and neatly destroying an object. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Vacuum Elemental[/SIZE][/COLOR] Large elemental[/B] Challenge 5 (1,800 XP) [B]AC[/B] 13 [B]HP[/B] 90 (12d10+24; bloodied 45) [B]Speed[/B] 30 ft., fly 30 ft. [B]STR[/B] 11 (+0) [B]DEX[/B] 16 (+3) [B]CON[/B] 15 (+2) [B]INT[/B] 6 (-2) [B]WIS[/B] 10 (+0) [B]CHA[/B] 6 (-2) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 14 [B]Damage Vulnerabilities[/B] radiant [B]Damage Resistances[/B] nonmagical bludgeoning, piercing, and slashing [B]Damage Immunities[/B] force, necrotic, poison [B]Condition Immunities[/B] fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] Auran [B][I]Airy Weakness.[/I][/B] The elemental has disadvantage on saving throws against spells from the Air school of magic. Additionally, if it fails its saving throw against such a spell, it takes 2 (1d4) bludgeoning damage per slot level with which the spell was cast., in addition to any damage the spell normally inflicts. [B][I]Amorphous. [/I][/B]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. [B][I]Invisible. [/I][/B]The elemental is invisible. [B][I]Negative Sight.[/I][/B] The elemental’s darkness penetrates magical darkness. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The elemental makes two slam attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack: [/I]+5, reach 5 ft., one target. [I]Hit: [/I]12 (2d8+3) force damage. [B][I]Rapid Decompression (Recharge 6). [/I][/B]The elemental sucks in all the air in a 60-foot sphere around. All creatures in that area must make a DC 14 Strength saving throw or take 18 (4d8) force damage, fall prone, and be pulled 30 feet towards the elemental. On a successful save, the creature takes half damage and is pulled 15 feet towards the elemental. If the save fails by 5 or more, the creature also takes 1 level of fatigue. If the area the elemental is in is a confined space (e.g., a room with the doors and windows shut, even if not airtight), then creatures other than the elemental that are in that space can’t breathe or speak and are deafened for 5 (1d6+2) rounds. During this time, a creature that attempts to move in a direction other than towards the elemental must spend 5 feet of movement for each foot it moves, and it has disadvantage on Strength and Dexterity checks, and on attack rolls made with ranged weapon attacks. Additionally, all nonmagical fires within the area are extinguished and nonmagical fires can’t be lit until the effect ends. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it and this ability is in effect takes 9 (2d8) force damage. If the area is instead open, then this effect instead lasts until the end of the elemental’s next turn. A creature that is reduced to 0 hit points because of this attack dies and is sucked into the elemental, vanishing completely. [B][SIZE=5]Combat[/SIZE][/B] The vacuum elemental prefers to engage in combat in closed areas, so its Explosive Decompression is the most effective. While that attack is in effect, it uses its slam on any creatures still standing. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Giant Vacuum Elemental[/SIZE][/COLOR][/B] A giant vacuum elemental is CR 9 (5,000 XP) and is Huge. It has 127 (15d12+30; bloodied 63) hit points. Its slam attack deals an extra 7 (2d6) damage and in a confined space, its Rapid Decompression lasts for 7 (2d4+2) rounds instead. [/QUOTE]
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