Elemental Creature (Earth) (5e Template)

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Elemental Creature (Earth)[edit]

Elemental creatures are native to the Elemental Chaos, but they have more in common with the constructs known as Helmed Horrors than with their bestial brethren.Vaguely resembling the form of the base creature, this creature serves powerful primordial entities as well as various elemental lords and princelings.
     Those who originate from the elemental plane of earth appear to be creatures made entirely out of crudely sculpted earth and stone, while some have their form bound into tighter cohesion by heavy stone or gem-crafted armor or lighter jewel-studded fabrics unique to that particular plane. Earth creatures are inherently heavier than their organic counterparts, and are naturally resistant to being damaged by mundane weaponry.


Any creature that is not a celestial, construct, elemental, fey, fiend, ooze, or undead


Type. The creature's type is changed to elemental.

Speed. The creature reduces all of its movement speeds by 5 feet (minimum of 5 feet).

Damage Immunities. The creature becomes immune to poison damage.

Damage Resistances. The creature becomes resistant to bludgeoning, slashing, piercing from nonmagical attacks.

Damage Vulnerabilities. If base CR is 4 or lower, the creature becomes vulnerable to thunder damage.

Condition Immunities. The creature becomes immune to the exhaustion, petrified and poisoned conditions.

Senses. As base creature, plus 60 ft. darkvision, unless the base creature already has equal or better darkvision.

Languages The creature understands Primordial

Alignment The creature's alignment is changed to 'any alignment'.


All Traits. As base creature, removing traits that rely on organic flesh, organs, or internal functions.

Elemental Weapons. The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals an extra amount of force damage based on its CR (included in the attack). 1d6 at CR 1/8-1/2, 1d8 at CR 1-3, 2d8 at CR 4-6, 3d8 at CR 7-9, 4d8 at CR 10-14, 5d8 at CR 15-20, 6d8 at CR 21+.

Burrow. The creature can move across difficult terrain made of earth or stone without spending extra movement. It can burrow through soft earth or sand at full speed, or through solid stone at half speed, choosing whether or not to leave a tunnel behind it.

Innate Spellcasting (Only if base creature already has spellcasting). The creature can cast the following spells using its existing spellcasting ability, requiring no material components (These are added to the base spellcasting creature's existing list of spells):

At will (any CR): mold earth
1/day each (Only at CR 6+): Maximilian's earthen grasp, wall of sand, wall of stone

CR Calculation[edit]

Recalculate the creature's CR with the following considerations:

  • Resistance to bludgeoning, slashing, piercing from nonmagical attacks.
  • Immunity to poison damage.
  • Vulnerability to thunder damage (if applicable).
  • Elemental Weapons trait.
  • Burrow trait.
  • Extra spells from Innate Spellcasting.

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