J-H
2019-06-26, 11:25 AM
I'm thinking of this as a triggerable monster in a library.
If someone uses a Fire spell, a bell rings in the distance. One round later, a thick mist appears and surrounds the area where the fire was used; multiple Halon elementals will be deployed if needed.
The elemental appears as a large cloud filling a 20x20x20 cube.
Halon Elemental
Huge elemental (20x20)
CR around 3-5
HP around 80
AC 10
Good saves: CON
Stats STR 14, DEX 8, CON 20, INT 2 WIS 6 CHA 6
Immunities: Poison, non-magical weapons, fire damage
Resistances: Cold, psychic damage
Vulnerability: Thunder damage
Multiattack: Up to 6 misty tentacles per turn, 10' range. No more than two tentacles per target per round; the elemental will attempt to spread its attacks equally between any living beings within range, regardless of what faction they are associated with.
Slam +5 to hit, 1d6+2 damage; target must succeed on an opposed strength check or be knocked back 10' if hit.
No oxygen:
Fire spells do only 1/2 damage within the area of the Halon elemental
Anyone within the Halon elemental's misty body must make a CON save or be Slowed (as the spell) as they cannot breathe.
Persistent fire effects of 5th level and lower are neutralized within the area of the Halon elemental.
Fire-type enemies have Disadvantage whenever inside the area of the Halon elemental, and take double damage from its attacks.
The Halon elemental will attack in an attempt to keep anyone from being within 10' of it. It will not chase anyone who attacks it, but it will chase after any sources of fire within its blindsight range of 60'. It will discorporate after 3 rounds of no fire, regardless of whether or not it is being attacked.
If someone uses a Fire spell, a bell rings in the distance. One round later, a thick mist appears and surrounds the area where the fire was used; multiple Halon elementals will be deployed if needed.
The elemental appears as a large cloud filling a 20x20x20 cube.
Halon Elemental
Huge elemental (20x20)
CR around 3-5
HP around 80
AC 10
Good saves: CON
Stats STR 14, DEX 8, CON 20, INT 2 WIS 6 CHA 6
Immunities: Poison, non-magical weapons, fire damage
Resistances: Cold, psychic damage
Vulnerability: Thunder damage
Multiattack: Up to 6 misty tentacles per turn, 10' range. No more than two tentacles per target per round; the elemental will attempt to spread its attacks equally between any living beings within range, regardless of what faction they are associated with.
Slam +5 to hit, 1d6+2 damage; target must succeed on an opposed strength check or be knocked back 10' if hit.
No oxygen:
Fire spells do only 1/2 damage within the area of the Halon elemental
Anyone within the Halon elemental's misty body must make a CON save or be Slowed (as the spell) as they cannot breathe.
Persistent fire effects of 5th level and lower are neutralized within the area of the Halon elemental.
Fire-type enemies have Disadvantage whenever inside the area of the Halon elemental, and take double damage from its attacks.
The Halon elemental will attack in an attempt to keep anyone from being within 10' of it. It will not chase anyone who attacks it, but it will chase after any sources of fire within its blindsight range of 60'. It will discorporate after 3 rounds of no fire, regardless of whether or not it is being attacked.