38 lines
2.1 KiB
Markdown
38 lines
2.1 KiB
Markdown
# Initiate of the Elder Elementals
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*Small* *Humanoid* *any evil alignment*
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- **Armor Class:** 12 (15 with mage armor)
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- **Hit Points:** 33 (6d6+12)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 2 (450 XP)
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- **Source:** Tome of Beasts 2, page 216
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 9 (-1) | 14 (+2) | 15 (+2) | 16 (+3) | 11 (+0) | 12 (+1) |
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- **Saving Throws**: Con +4, Int +5
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- **Skills:** intimidation +3, religion +5
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- **Senses:** darkvision 60 ft., passive Perception 10
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- **Languages:** Common, Draconic, Primordial
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### Special Abilities
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- **Blessing of the Elder Elementals:** The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.
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- **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.
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- **Sunlight Sensitivity:** While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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- **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.
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- **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:
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Cantrips (at will): pummelstone, light, mage hand, ray of frost
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1st level (4 slots): burning hands, mage armor, tidal barrier
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2nd level (3 slots): gust of wind, misty step, scorching ray
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3rd level (2 slots): lightning bolt, frozen razors
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### Actions
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- **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.
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- **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.
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