This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. Speed 20 ft. A burrow ing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava.
Its burrow ing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrow ing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
If an opponent is airborne or waterborne, the elemental takes a —4 penalty on attack and damage rolls.
These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. These modifiers are not included in the statistics block.
Environment any Plane of Earth Organization solitary, pair, or gang 3—8 Treasure none. Earth elementals are plodding, stubborn creatures made of living stone or earth.
When utterly still, they resemble a heap of stone or a small hill. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Toggle navigation. When captured by a monster trainerearth elementals grant the trainer access to earth elemental spells.
Patreon Supporters.Elementals were the purest living forms of the four basic elements— airearthfireand water —as well as several other, less common elements.
They were intelligent, self-aware entities that were made up of the matter of their home plane. They could be summoned to any plane of existence, except the plane of concordance to their element. For example, summoning a fire elemental to the Elemental Plane of Water took more magical power than mortals could conceivably wield. Elementals were considered intelligent, yet they saw service typically as bound servants or guardians.
For example, Gromph Baenre had a bound fire elemental in his magical study, and he used it as a contingency guardian. This binding grated on the elementals, as they were only summoned for a singular purpose. Once that purpose had been fulfilled, they were free to return to their home plane.
In some cases, this bondage could span centuries, if not millennia. Summoning and binding an elemental in this way required much in the way of personal power. An elemental that sensed binding of this manner would fight the caster mentally. If the caster lost this battle of wills, the elemental was free to wreak havoc on the plane it was summoned to. In most cases, the elemental would slay the caster and return to its home plane. The four main elemental types were fire, water, earth and wind.
Races tied to a certain element were much more likely to summon an elemental of that same element. Salamanders were known to have the ability to request service from fire elementals. The efreeti were also known to have these agreements. Svirfneblin had close connections with the Elemental Plane of Earth. Para-elementals were from the paraelemental planes, where the borders of the elemental planes intersected.
Quasi-elementals were from the quasi-elemental planes, where the borders of the pure elemental planes intersected with the energy planes. Sign In Don't have an account?CANTRIP #24: Minor Illusion (5E)
Start a Wiki. This article is about any creature whose primary essence was that of one or more of the elements. For any creature whose origin was any of the elemental planes or the Elemental Chaossee Elemental creature.
Contents [ show ]. Monster Manual 5th edition. Wizards of the Coastpp. Monster Manual 3.Each is physically powerful in some way, not too bright, able to see in the dark, capable of two melee attacks in a turn, resistant to physical damage from nonmagical weapons, and immune to exhaustion, paralysis, petrifaction, poisoning and unconsciousness. Elementals are summoned spirits, not evolved creatures. Consequently, elementals will fight to the death with zero concern for damage to themselves.
Air elementals are distinguished by their wicked fast foot flying speed their only form of movement ; their extremely high Dexterity; their resistance to lightning and thunder damage; their immunity to grappling, restraint and falling prone; and their Air Form and Whirlwind features.
Their Strength and Constitution are also high, but the contour of their physical abilities suggests a combat style based on being fast and hard to hit. Air elementals are Large creatures, meaning they take up four 5-foot squares or three 5-foot hexes.
Therefore, an air elemental will use this ability whenever a it has it available and b two or more of its opponents are within a single foot square or a triangle of three 5-foot hexes. When not zeroing in on a cluster of enemies to use its Whirlwind feature, an air elemental will move continuously in narrowing and widening circles counterclockwise in the northern hemisphere of your game world, clockwise in the southernlooping through its opponents and making slam attacks against any two whom it passes over—or, if it passes over only one, slamming that opponent twice.
Earth elementals are brutes, engaging opponents directly in melee combat. The Siege Monster feature grants them double damage against the cover; armor class and hit points for inanimate objects are given on pages —47 of the DMG.
Note that the Earth Glide feature allows earth elementals to burrow only through unworked earth and stone.
It can, however, smash through the stone walls or floors of a castle. Fire elementals are distinguished by their immunity to fire damage, grappling, restraint and falling prone; and their Fire Form, Illumination and Water Susceptibility features.
Like air elementals, fire elementals can occupy the same space as one or more opponents, and they use this feature to charge repeatedly through their enemies. Both their Fire Form feature and their touch attack ignite creatures and flammable objects. When a fire elemental uses Fire Form to ignite one or more creatures in a space it shares, this does an automatic 5 hp of fire damage to each creature; its fiery touch does twice as much damage to each creature it hits, but it requires an attack roll to hit.
It can still leave afterward, and the creature remains on fire. And it still gets to make two fiery touch attacks, either along the way or afterward! And it can do this every turn! I love discovering stuff like this.
If so, can I set him or her on fire just by rushing past? If so, do it! If not, can I reach him or her with a fiery touch attack at the end of my move? If so, do it. If not, oh, well, maybe next turn. They might do either.
Flip a coin. Water elementals are distinguished by their swimming movement; their resistance to acid damage; their immunity to grappling, restraint and falling prone; and their Water Form, Freeze and Whelm features.
They have high Dexterity and extremely high Strength and Constitution, a contour that makes them more brute-like than otherwise. One or two of these opponents may end up grappled and drowning. If an opponent is reduced to unconsciousness this way, the water elemental lets go of him or her—a blessing on solid ground, not so much in open water, as drowning people tend to sink, especially ones weighed down by armor, equipment and waterlogged clothing.
If they must move farther than 30 feet over dry ground to reach an opponent, they favor clustered opponents over solitary ones. Otherwise, they behave the same.Jump to: navigationsearch. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals.
Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes.
Other elemental creatures include azers, invisible stalkers, and water weirds. Your StrengthDexterityIntelligenceor Wisdom increases by 2. Your size is Medium. Abstractions can hover up to 25 ft along the ground.
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Awakened Weird Elemental weirds given a humanoid form through extreme magics. Your Dexterity and Intelligence scores each increase by 1.
The magics used to create them leave them with a humanoid form, giving them any build from humans, to elves, to dwarves, etc. Your base walking speed is 30 feet. Azer Tough, dwarf-like elemental beings made of metal and fire.
Your Constitution score increases by 1. Azer size is much like the dwarves they were originally modeled after. Your size is Medium Your base walking speed is 30 feet.
Bonded Creatures born from the Elemental Chaos and ever in flux, these creatures are born alongside their Chaos Die. Your Intelligence score increases by 2 and either your Strength or Dexterity increases by 1. Bonded take the physical form of the first sapient being they see but must conform to some limitations in terms of form, averaging between 5 and 6 feet tall.
Callisto A faceless glowing race of liquefied stardust adventurers. Your Wisdom increases by 2 and Dexterity increases by 1. Callisto tend to stand around 5 to 6 feet tall for the men and 4 to 5 feet tall for the women.
Cryslesian A race of sentient crystal creatures who originated from a chaotic plane filled with storms. Your DexterityWisdom and Intelligence scores increase by 1. Cryslesians are a bit taller than the average human, standing slightly over 6 feet. Your base walking speed is 35 feet. Your size is Medium Your base walking speed is 35 feet Elementborn Elementborn are the product of when a human has a kid with an elemental Your Charisma score increases by 2.
Elementalborn vary widely in height and build, from barely 5 feet to well over 6 feet tall.
Conjure Minor Elementals 5E Spell In DnD
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. The conjure elemental spell says:. You call forth an elemental servant.
Choose an area of air, earth, fire, or water that fills a foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it.
For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. Does this mean a creature can not be summoned unless it belongs to one of the four elements? For example, can I summon a flail snail or invisible stalker with conjure elemental?
An elemental of challenge rating 5 or lower appropriate to the area you chose appears Firstly, the Flail Snail is CR 3 so it is a valid choice for this spell. The Invisible Stalker is CR 6, which would be invalid, but the spell can be upcast to increase the CR range, so if the spell is cast with a 6th level spell slot or higher, the Invisible Stalker then becomes a valid choice too.
Earth Elemental, Small
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Secondly, both of these creatures are "elementals" which is one of the creature types like "humanoid" or "beast" ; this is what the spell is referring to when it says:.
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
Also, both of the creatures you mentioned are each associated with one of the four elements. Flail Snails are associated with earth Volo's Guide to Monsterspg. The Sage Advice explanation is that the DM decides which creatures appear when a summoning spell is cast. How do you determine which beast appears during Conjure Animals? In short: the player chooses the elemental area, and by that, the general type of elemental.
The DM describes what specifically appears. If you are the DM, the wording of this spell does not seem to preclude the more-exotic elementals, so, as long as that type would be appropriate for the elemental area the player selects, and that's what you think would be best, go for it.Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustionparalyzedpetrifiedpoisonedunconscious Senses darkvision 60 ft.
The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals. Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity. Jump to: navigationsearch.
Siege Monster. The elemental deals double damage to objects and structures. The elemental makes two slam attacks. This is part of the 5e System Reference Document. It is covered by the Open Game License v1. To distinguish it, these items will have this notice.
If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! This material is published under the OGL.Here you have to call forth an elemental servant.
From that elemental servant, you have to choose an area which has air, earth, water or fire and that should fill foot cube within range. An elemental which has challenge rating 5 or lower appropriate to the area what you have chosen appears in an unoccupied space mostly within 10 feet of it. Here we are going to take an example an earth elemental rises up from the ground and fire elemental rises up from the bonfire.
As usual, this element also will disappear when it falls down to the 0 hit points or when the spell will end.
For the particular duration, the elemental is most friendly to you and to your companions. The roll initiative for the elemental which has its own turns. Here you have GM and it has elemental statistics. The challenge rate is increased by 1 for each slot level above 5th but this would occur when you cast Conjure Elemental 5e spell using a spell slot of 6th level or higher.
Contents 1 Conjure Elemental 5e 1. Filed Under: Spells. Return to top of page.