12/5/2023 0 Comments Conjure elemental 5e options![]() ![]() When these specific and peculiar conditions do occur however they are brief-and when the rock melts the resulting explosion brings forth a monster that gives pause even to gods. With enough time, as stone and rock melts and cools in endless cycles, eventually some form into structures and shapes that have great power. It is difficult for mortal minds to comprehend the breadth of the power contained by the creatures spawned in the apocalyptic places where the Plane of Fire and Plane of Earth meet, and harder still for them to understand how such abominations can come to be. A creature is thrown 10 feet for every 5 points it fails its Dexterity saving throw by, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. All creatures within 100 feet of the elemental make a DC 22 Dexterity saving throw or are thrown into the air, landing prone. The elemental moves up to its speed without provoking opportunity attacks. Any creature hit by lava takes 27 (5d10) fire damage. The targeted creature makes its saving throw with disadvantage. Creatures within 15 feet of the lava spout make a DC 22 Dexterity saving throw or are hit by lava. The elemental summons up magma that explodes out of the earth beneath a creature it can see. The elemental regains spent legendary actions at the start of its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can take 3 legendary actions, choosing from the options below. Hit: 25 (4d8+7) bludgeoning damage plus 27 (5d10) fire damage. Ranged Weapon Attack: +14 to hit, range 100/400 ft., one target. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. A creature attacking with a natural weapon or unarmed strike gains the grappled condition (escape DC 22), and when the elemental moves the grappled creature moves with it. When a creature scores a critical hit against the elemental with a melee weapon attack, it must succeed on a DC 22 Strength saving throw or its weapon becomes embedded in the elemental. The elemental deals double damage to objects and structures. Creatures that know both languages have advantage on Wisdom ( Insight) and Charisma checks made against the elemental. The elemental prefers to speak in a hybrid of Ignan and Terran. ![]() The elemental’s weapon attacks are magical. The elemental has advantage on saving throws made against spells and other magical effects. If the elemental fails a saving throw, it can choose to succeed instead. The first time it enters a creature’s space on a turn, that creature takes 27 (5d10) fire damage and catches fire until someone takes an action to douse the fire, the creature takes 27 (5d10) fire damage at the start of each of its turns. In addition, the elemental can enter a hostile creature’s space and stop there. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 27 (5d10) fire damage. The elemental can move through a space as narrow as 1 foot wide without squeezing. 2/day: delayed blast fireball, firestorm, planeshift.5/day: conjure elemental (earth or fire only).It can innately cast the following spells, requiring no material components: The elemental’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The elemental does not need to concentrate on conjure elemental spells that it casts. While doing so, the elemental doesn’t disturb the material it moves through. The elemental can burrow through nonmagical, unworked earth and stone. Languages Common, Ignan, Primordial, Terran Senses darkvision 240 ft., blindsight 30 ft., tremorsense 60 ft., passive Perception 23 Skills Arcana +12, Nature +12, Perception +13ĭamage Resistances lightning, thunder bludgeoning, piercing, and slashing from nonmagical attacksĭamage Immunities acid, cold, fire, poisonĬondition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious Speed 60 ft., burrow 60 ft., climb 60 ft.
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