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.