Smoke Paraelemental (5e Creature)

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Smoke Paraelemental[edit]

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)

Proficiency Bonus +3
Damage Resistances fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran, Ignan
Challenge 5 (1,800 XP)


Smoke Form. The elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, or a creature begins its turn within the elemental's space, that creature takes 5 (1d10) poison damage (unless that creature is not required to breathe). As long as a creature occupies the same space as the elemental, it is blinded. Upon exiting the elemental's space, the creature must succeed on a DC 13 Constitution saving throw or remain blinded. The target can repeat the saving throw at the end of each of its turns (as long as it is not within the elemental), ending the blindness on itself on a success. The elemental's space is considered heavily obscured to all creatures other than the elemental itself. 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: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Asphyxiate (Recharge 4-6) Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failed save, the target takes 13 (2d8 + 4) poison damage unless it doesn't need to breathe. 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. 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 must make a DC 13 Constitution saving throw. On a failed save, an affected creature takes 5 (1d10) poison damage unless it doesn't need to breathe and spends its action on its turn choking, coughing, and reeling if it took any poison 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 check and succeeding.

BONUS ACTIONS

Smog Camouflage. While in dim light, darkness, or within 5 feet of a cloud of smoke, the elemental takes the Hide action.


Original credit for these monster statistics goes to RCNovak of the now-defunct WotC community forum. The original post can now be found at http://www.enworld.org/forum/showthread.php?471523-Smoke-Paraelemental-Homebrew-Monster-(RCNovak)

As gusts of chaotic wind meet primal cinders on the outskirts of the Elemental Planes of Air and Fire, smoke paraelementals are given life. A twisting figure of thick, noxious fumes; a smoke paraelemental clings to areas ravaged by fire damage to delight in the darkness and gleefully inhale dense, lethal smog.
Sinister and murderous, smoke paraelementals are far less brutish than their cousins. Instead, they take great pleasure in disguising themselves in shadow or black clouds and enveloping their prey in toxic, polluted air. Slowly, they choke the life out of their victims by holding them in place and forcing them to breathe in their foul bodies.

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