Dread Elementals – Corrupted Elementals for D&D 5th Edition

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Elementals from the Demiplane of Dread

The Elemental planes contain forces that embody raw and natural powers.  The denizens of these realms equally represent those forces.  The four prime planes represent basic elements that transcend the multiverse.  All around, these beings tend to be neutral in nature or unable to comprehend alignment as a whole.  However, the multiverse is vast and has methods of warping the essence of the planes themselves.  The Elemental Planes are no different in this regard.  One such example of this is the Demiplanes of Dread, known to some as “Ravenloft.”  This dark prison dimension is ruled by a mysterious power called “The Mists.”  It is unknown what such entities are, in a similar vein as Sigil’s protector known as “The Lady of Pain.”  When the mists touch upon an elemental plane, they forge a strange demiplane copy that fits in with the darkness and despair of the Dread realm.

Resentful Corruptions of Nature

The so-called “Dread Elementals” are the results of such sinister mingling.  These fallen elementals are empowered by same wickedness that spurs the defiled darklords and depraved denizens onward.  Unlike traditional elementals, these shadowy doubles are openly malicious and will appease the mists in one way or another.    This is because they hate what they are.  The mists have transformed them into sick minions for their bidding, giving them the slightest inkling of awareness to render them mad.  In their hatred, they lash at those who extend their mockery of an existence.  Other times, they target those who dare to oppose either their goals or the goals of the dark powers.

AUTHOR’S NOTE: I love Ravenloft, oh so much.  Not to mention, the elementals don’t really get enough love… even with the decent adventure rolled out by Wizards early last year.  Sure, I’ve made a handful of elemental beings, but it’s always fun to craft some more.  Or rather in this case, continue my theme of simple modification to create a new monster.  And what better way to close out my Gothic theme with a set of monsters from a Gothic Campaign Setting!  I’ve learned quite a bit during this theme alone.  However, it’s time to move on to bigger and better things.  Since this one was a quicky, I’ll have something by the end of the week for you bodaks and ghouls out there.  I’m mostly gonna dabble with some ideas in the next few weeks and prepare for my own RPG Blog Carnival theme in August, “Super Science and Sorcery!”

Blood Elemental.

Large elemental, neutral evil

Armor Class 14 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 30ft., swim 90 ft.

STR 18 (+4), DEX 14 (+2), CON 18 (+4), INT 5 (- 3), WIS 10 (+0), CHA 8 (- 1)

Damage Resistances acid, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60ft., passive Perception 10

Languages Aquan

Challenge 6 (2,300 XP)

 

Furthermore, Protection from Good and Evil does not work against this creature.

Bloody Form. 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.

Harden. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Hatred.  Except under the influence of the Mists, the Dread Elemental will attempt to attack any creature that stands in its way.  Furthermore, creatures who use Detect Good and Evil or related abilities on or 30 ft. within a Dread Elemental grant advantage to that elemental until the start of its next turn.

 

ACTIONS

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Vampiric Lash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  Hit: 18 (4d6+4) bludgeoning damage.  The elemental regains half the damage back in Hit Points.  Furthermore, the subject must make a DC 14 Constitution saving throw.  Failure results in maximum hit points dropping by the damage dealt.

Buckets of Blood (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.  The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

 

 

Grave Elemental.

Large elemental, neutral evil

Armor Class 17 (natural armor)

Hit Points 126 (12d10 + 60)

Speed 30ft., burrow 30ft.

STR 20 (+5), DEX 8 (-1) CON 20 (+5), INT 5 (- 3), WIS 10 (+0), CHA 5 (- 3)

Damage Vulnerabilities thunder

Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60ft., tremorsense 60ft., passive Perception 10

Languages Terran

Challenge 6 (2,300 XP)

 

 

Moving Graveyard. The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Hatred.  Except under the influence of the Mists, the Dread Elemental will attempt to attack any creature that stands in its way.  Furthermore, creatures who use Detect Good and Evil or related abilities on or 30 ft. within a Dread Elemental grant advantage to that elemental until the start of its next turn.  Furthermore, Protection from Good and Evil does not work against this creature.

Raging Cemetery. The elemental deals double damage to objects and structures.

 

ACTIONS

Multiattack. The elemental makes two slam attacks.  One of which can be Sinking Grave.

Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Sinking Grave (Recharge 5 or 6).  The elemental may make a Slam attack as a ranged attack to any creature within 30ft. of them.  The target is grappled as well, as moving grave dirt causes them to sink into the ground.  As long as the creature is grappled, they are still susceptible to the Sinking Grave’s effects.  If the grappled creature fails its attempt to escape (or simply refuses to escape), it suffers the damage from a slam attack.  Once a creature has broken free of this grapple, they cannot be affected by it for up to 24 hours.  Furthermore, only one creature can be targeted by this at a time.

 

 

Mist Elemental.

Large elemental, neutral evil

Armor Class 15

Hit Points 90 (12d10 + 24)

Speed 0 ft., fly 90ft. (hover)

STR 14 (+2), DEX 20 (+5), CON 14 (+2), INT 6 (-2), WIS 10 (+0), CHA 6 (-2)

Damage Resistances necrotic, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities. poison

Condition Immunities. charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60ft., passive Perception 10

Languages Auran

Challenge 6 (2,300 XP)

 

Misty Form. 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.

Hatred. Except under the influence of the Mists, the Dread Elemental will attempt to attack any creature that stands in its way.  Furthermore, creatures who use Detect Good and Evil or related abilities on or 30 ft. within a Dread Elemental grant advantage to that elemental until the start of its next turn.  Furthermore, Protection from Good and Evil does not work against this creature.

 

ACTIONS

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.  You can forgo damage and grapple the target instead.

Whirling Mist (Recharge 4-6). Each creature in the elemental’s space must make a DC 16 Wisdom saving throw. On a failure, a target takes 15 (3d8 + 2) psychic damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a· wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.  If the saving throw is successful, the target takes half the damage and isn’t flung away or knocked prone.

 

REACTIONS

Infuse Evil.  When you hit with a slam attack and choose to grapple them, you may use your reaction to attempt to corrupt the subject with evil mists.  The subject must make a Constitution saving throw (DC 13.)  Failure results in the subject being charmed under the elemental’s influence.  This effect lasts until the target takes a short or long rest; alternatively, until a Remove Curse or related spell is cast upon them.

 

 

Pyre Elemental.

Large elemental, neutral evil

Armor Class 13

Hit Points 102 (12d10 + 36)

Speed 50 ft.

STR 10 (+0), DEX 17 (+3), CON 16 (+3), INT 6 (-2), WIS 10 (+0), CHA 7 (-2)

Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60ft., passive Perception 10

Languages lgnan

Challenge 6 (2,300 XP)

 

Pyre Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire 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) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Hatred.  Except under the influence of the Mists, the Dread Elemental will attempt to attack any creature that stands in its way.  Furthermore, creatures who use Detect Good and Evil or related abilities on or 30 ft. within a Dread Elemental grant advantage to that elemental until the start of its next turn.  Furthermore, Protection from Good and Evil does not work against this creature.

Infernal Light. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

 

ACTIONS

Multiattack. The elemental makes two touch or withering inferno attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage.  If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 5 (1d10) fire damage at the start of each of its turns.

Withering Inferno. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 16 (3d8+3) fire damage.  The target must make a Constitution saving throw.  Failure results in suffering the effects of the Rust Monster’s Antennae attack (Monster Manual P. 262).  Alternative, you may use the rules from here instead.

 

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