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Arcane Elemental

Large elemental, neutral


  • Armor Class 14
  • Hit Points 76 (9d10 + 27)
  • Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 7 (-1) 10 (+0) 6 (-2)

  • Damage Resistances acid; bludgeoning, piercing, and slashing from non magical attacks
  • Damage Immunities force, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)


Arcane 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. When the elemental enters the area of an antimagic field spell for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw against the spell save DC of its spellcaster, or be stunned until the start of its next turn.

Illumination. The elemental sheds bright light in a
15-foot radius and dim light in an additional 15 feet.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Arcane Blast (Recharge 5-6). The elemental erupts arcane energy at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC 14 Dexterity saving throw, taking 10 (4d4) force damage on a failed save, or half as much damage on a successful one.