Elementals

Air Elemental

Large elemental, neutral

Armor Class
15
Hit Points
90 (12d10 + 24)
Speed
0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2)
Damage Resistances
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Auran
Challenge
5 (1,800 XP)
Air 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.

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.

Whirlwind (Recharge 4–6).

Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning 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 mustsucceed 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 bludgeoning damage and isn’t flung away or knocked prone.

Earth Elemental

Large elemental, neutral

Armor Class
17 (natural armor)
Hit Points
126 (12d10 + 60)
Speed
30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3)
Damage Vulnerabilities
thunder
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, unconscious
Senses
darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages
Terran
Challenge
5 (1,800 XP)
Earth Glide.

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

Siege Monster.

The elemental deals double damage to objects and structures.

Actions

Multiattack.

The elemental makes two slam attacks.

Slam.

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

Fire Elemental

Large elemental, neutral

Armor Class
13
Hit Points
102 (12d10 + 36)
Speed
50 ft.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire, poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Ignan
Challenge
5 (1,800 XP)
Fire 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.

Illumination.

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 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.

Water Elemental

Large elemental, neutral

Armor Class
14 (natural armor)
Hit Points
114 (12d10 + 48)
Speed
30 ft., swim 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1)
Damage Resistances
acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Aquan
Challenge
5 (1,800 XP)
Water 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.

Freeze.

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

Whelm (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.