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<title>Initiate of the Elder Elementals</title>
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<h1>Initiate of the Elder Elementals</h1>
<p><em>Small</em> <em>Humanoid</em> <em>any evil alignment</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (15 with mage armor)</li>
<li><strong>Hit Points:</strong> 33 (6d6+12)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 216</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>9 (-1)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
<td>11 (+0)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +4, Int +5</li>
<li><strong>Skills:</strong> intimidation +3, religion +5</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common, Draconic, Primordial</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blessing of the Elder Elementals:</strong> The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.</li>
<li><strong>Pack Tactics:</strong> The initiate has advantage on attack rolls against a creature if at least one of the initiate's allies is within 5 feet of the creature and the ally isn't incapacitated.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Versatility of the Elder Elementals:</strong> As a bonus action, the initiate can change the damage of a spell it casts from acid, cold, fire, or lightning to another one of those elements.</li>
<li><strong>Spellcasting:</strong> The initiate of the elder elementals is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The initiate has the following wizard spells prepared:
Cantrips (at will): pummelstone, light, mage hand, ray of frost
1st level (4 slots): burning hands, mage armor, tidal barrier
2nd level (3 slots): gust of wind, misty step, scorching ray
3rd level (2 slots): lightning bolt, frozen razors</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Dagger:</strong> Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
<li><strong>Gift of the Elder Elementals:</strong> Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) acid, cold, fire, or lightning damage, and the target has disadvantage on its next saving throw against any of the initiate's spells that deal the chosen type of damage.</li>
</ul>
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