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Chauncymancer
2021-06-05, 01:37 PM
Hi so I've got four creatures I've created. They're exactly what the title says: Elementals corrupted by demonic magic. They're meant to be used at a square and minis table in conjunction with each other. The monster's tactic is intended to be using their cone attacks on overlapping areas to create a killing field. Individually, they're meant to be a CR 3.
Ash Flame Elemental
HP 6d8+18 (45)
AC 13
STR DEX CON INT WIS CHA
10 14 16 6 10 8
Damage Resistances: Non-magical bludgeoning, piercing, slashing
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Damage Vulnerabilities

Flaming Touch: +4 melee attack, 2d6+2 fire damage
Multiattack: The Ash Flame Elemental attacks with its Flaming Touch 3 times.
In the center of a pillar of flame is a stick thin figure made of brass. It’s eyes glimmer a baleful violet and fire issues from the surface of its body.
Gout of Flame: The Ash Flame Elemental’s fire dims, except for the flames emanating from its mouth that begin to glow brighter and brighter. The Ash Flame Elemental turns to face an adjacent square. At the beginning of it’s next turn, it spews fire in a 30’ cone in the direction it is facing. Creatures inside that cone must make a DC 13 Dexterity save, taking 8d6 fire damage on a failed save or half as much damage on a successful one. It ignites flammable objects in the area that aren’t being worn or carried.
Flaming Body: Any creature that attacks the Ash Flame Elemental with a non-reach melee attack, or initiates or maintains a grapple with it, takes 5(1d10) damage at the end of their turn.

Stagnant Elemental
HP 6d8+24 (51)
AC 13
STR DEX CON INT WIS CHA
14 12 18 6 10 8
Damage Resistances: Non-magical bludgeoning, piercing, slashing; Acid
Damage Immunities: Poison
Condition Immunities: Poisoned
Damage Vulnerabilities

Water Whip: +4 melee attack reach 10, 2d8+2 magical bludgeoning damage
Multiattack: The Stagnant Elemental attacks with its Water Whip 2 times.
Floating in a pillar of stained water is a skeleton of rusted iron. The ‘bones’ are perforated with long slots and holes, which the stained water flows in and out of.
Blast of Frost: The Stagnant Elemental’s water condenses, forming a rime of ice directly in front of its mouth. The Stagnant Elemental turns to face an adjacent square. At the beginning of it’s next turn, it spews frost in a 30’ cone in the direction it is facing. Creatures inside that cone must make a DC 13 Dexterity save, taking 6d6 cold damage on a failed save or half as much damage on a successful one. The squares inside that cone become covered in ice. Ice is difficult terrain, a creature entering a square of ice must make a DC 10 Acrobatics check or fall prone. Any spell or effect that deals Fire damage and targets one or more squares will melt the ice in those squares.

Miasmic Elemental
HP 6d8+12 (39)
AC 15
STR DEX CON INT WIS CHA
10 14 12 6 10 8
Damage Resistances
Damage Immunities: Nonmagical bludgeoning, piercing, slashing; Poison
Condition Immunities: Poisoned
Damage Vulnerabilities: Fire

Cutting Wind: +6 melee attack reach, 2d8 magical slashing damage
Multiattack: The Miasmic Elemental attacks with its Cutting Wind 2 times.
Floating in a pillar of howling air is a skull made out of copper.
Miasmic Cloud: A cloud of purple mist emanates from the Miasmic Elemental’s mouth, curling into a knot in front of it. The Miasmic Elemental turns to face an adjacent square. At the beginning of it’s next turn, it unleashes the mist in a 30’ cone in the direction it is facing. Creatures inside that cone must make a DC 13 Dexterity save, taking 5d6 acid damage on a failed save or half as much damage on a successful one. The squares inside the cone become filled with a cloud of stinging acid. Characters inside those squares are Blinded until they begin a turn outside those squares. Any spell or effect that deals Fire damage and targets one or more squares will disperse the cloud in those squares.

Darkrock Elemental
HP 6d8+30 (57)
AC 12
STR DEX CON INT WIS CHA
18 10 20 6 10 8
Damage Resistances: Non-magical bludgeoning, piercing, slashing
Damage Immunities: Poison
Condition Immunities: Poisoned, Blinded
Damage Vulnerabilities

Crushing Fist: +4 melee attack, 6d6+4 magical piercing damage
A crude body of unshaped black stone, studded with purple crystals.
Ripple of Spikes: The Darkrock Elemental raises its fists above it’s body, arcs of purple energy jumping between the crystals that burst from it’s limbs. The Darkrock Elemental turns to face an adjacent square. At the beginning of it’s next turn, it pounds it’s fists against the ground, causing spikes of stone to burst from the earth in a 30’ cone in the direction it is facing. Creatures inside that cone must make a DC 13 Dexterity save, taking 5d6 magical piercing damage on a failed save or half as much damage on a successful one. The squares inside the cone remain filled with the spikes. The spikes are difficult terrain. A character that falls prone in one of these squares, or enters a square while prone takes 3d6 magical piercing damage.