OGC:Magma Elemental (5e Creature)
This material is published under the OGL 1.0a. |
Magma Elemental
Huge elemental, neutral Armor Class 18 (natural armor)
Saving Throws Str +12, Con +12 Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet. Magma 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 16 (3d10) 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 16 (3d10) fire damage. The space the elemental occupies is difficult terrain for other creatures. A creature which ends its turn in the same space as the elemental takes 16 (3d10) fire damage. Magma Movement. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental leaves a fiery tunnel in its wake. Siege Monster. The elemental deals double damage to objects and structures. Water Susceptibility. The elemental takes 1 cold damage for every 5 feet it moves in water or for every gallon of water splashed on it. ACTIONSMultiattack. The elemental makes two slam attacks or one slam and one magma hurl attack. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage and 9 (2d8) fire damage, and if the target is a creature it is grappled (escape DC 20). A creature grappled in this way is restrained and takes 16 (3d10) fire damage at the end of its turn. This damage does not stack with the end of turn damage from the elemental’s Magma Form. The elemental can grapple one Huge, two Large, or eight Medium or smaller creatures at one time. Magma Hurl. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 33 (4d12 + 7) fire damage, and if the target is a creature it is restrained by the magma. A creature can escape the magma and end the restrained condition by using its action to make a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. A target restrained in this way takes 16 (3d10) fire damage at the end of its turn.
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