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5ead/monsters/md/tome_of_beasts_2/initiate-of-the-elder-elementals.md
2025-06-07 07:58:30 -05:00

2.1 KiB

Initiate of the Elder Elementals

Small Humanoid any evil alignment

  • Armor Class: 12 (15 with mage armor)
  • Hit Points: 33 (6d6+12)
  • Speed: walk 30 ft.
  • Challenge Rating: 2 (450 XP)
  • Source: Tome of Beasts 2, page 216
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 15 (+2) 16 (+3) 11 (+0) 12 (+1)
  • Saving Throws: Con +4, Int +5
  • Skills: intimidation +3, religion +5
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Common, Draconic, Primordial

Special Abilities

  • Blessing of the Elder Elementals: The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.
  • Pack Tactics: 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.
  • Sunlight Sensitivity: While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Versatility of the Elder Elementals: 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.
  • Spellcasting: 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

Actions

  • Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Gift of the Elder Elementals: 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.