Great Elemental (5e Template)

Great Elemental

Some elementals have more power than others of the same type. Such an elemental might lead groups of similarly-composed elementals, for example, a great water elemental might lead a group of mud, steam, or ice mephits, or be a favoured servant of a marid on the Material Plane, acting as an emissary or a bodyguard. They tend to lord their superiority over lesser elementals, especially those of the same type.

Prerequisite

Any creature with the elemental type.

Statistics

Hit Dice. The great elemental's hit dice increase by 4.

Abilities. Each of the great elemental's ability scores increase by 2.

Languages The great elemental learns Common if it didn't already know it and any one other language.

Skills The great elemental gains any three skills.

Traits

Brute. A melee weapon deals one extra die of its damage when the great elemental hits with it.

Actions

Leadership (Recharges after a Short or Long Rest). For 1 minute, the great elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the great elemental. A creature can benefit from only one Leadership die at a time. This effect ends if the great elemental is incapacitated.

Reactions

Parry. The great elemental adds its proficiency modifier to its AC against one melee attack that would hit it. To do so, the great elemental must see the attacker and be wielding a melee weapon.

CR Calculation

Recalculate the creature's CR with the following considerations:

  • Increased hit points (from improved hit dice).
  • Increase effective AC by 1 (from Parry).
  • Increase effective damage per-round damage by the amount listed in the trait (from Brute).

Examples


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