OGC:Magma Elemental (5e Creature)

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Magma Elemental

Huge elemental, neutral


Armor Class 18 (natural armor)
Hit Points 283 (21d12 + 147)
Speed 40 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 17 (+3) 24 (+7) 6 (-2) 10 (+0) 7 (-2)

Saving Throws Str +12, Con +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses , darkvision 60 ft., tremorsense 60 ft.,passive Perception 10
Languages Ignan, Terran
Challenge 16 (15,000 XP)


Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet.

Magma Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 16 (3d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 16 (3d10) fire damage. The space the elemental occupies is difficult terrain for other creatures. A creature which ends its turn in the same space as the elemental takes 16 (3d10) fire damage.

Magma Movement. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental leaves a fiery tunnel in its wake.

Siege Monster. The elemental deals double damage to objects and structures.

Water Susceptibility. The elemental takes 1 cold damage for every 5 feet it moves in water or for every gallon of water splashed on it.

ACTIONS

Multiattack. The elemental makes two slam attacks or one slam and one magma hurl attack.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage and 9 (2d8) fire damage, and if the target is a creature it is grappled (escape DC 20). A creature grappled in this way is restrained and takes 16 (3d10) fire damage at the end of its turn. This damage does not stack with the end of turn damage from the elemental’s Magma Form. The elemental can grapple one Huge, two Large, or eight Medium or smaller creatures at one time.

Magma Hurl. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 33 (4d12 + 7) fire damage, and if the target is a creature it is restrained by the magma. A creature can escape the magma and end the restrained condition by using its action to make a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. A target restrained in this way takes 16 (3d10) fire damage at the end of its turn.


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Combined elementals are often the result of a summoning gone awry. When conjure elemental or a similar spell is cast incorrectly, the magic calls forth two life forces from separate elemental planes. These forces combine into a single, enormous form with power beyond that of a typical elemental, which makes them nearly impossible to control. Only the most powerful spellcasters can keep these beings from committing a hate-fueled destructive rampage.
Magma elementals are the most powerful combined elementals. Earth and fire bolster one another, creating a massive being bent on covering the world in lava.




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Magma Elemental from EN Publishing, © 2016, EN World; Author Various Authors, based on original material by EN Publishing. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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Races Faun (5e Race) Gremlin (5e Race) Spriggan (5e Race)
Classes Alchemist (5e Class) Cardcaster (5e Class) Diabolist (5e Class) Feywalker (5e Class) Noble (5e Class) Occultist (5e Class)
Character Options Alchemist's Apprentice (5e Background) Bloodkeeper's Barricade (5e Background) Epitheos Monastery (5e Background)
Feats Abyssal Hide (5e Feat) Alchemical Artillerist (5e Feat) Astrologer (5e Feat) Balor Wings (5e Feat) Bloodkeeper Arts (5e Feat) Cardshark (5e Feat) Cartomancy (5e Feat) Chosen of Fortune (5e Feat) Cosmic Ritualist (5e Feat) Couatl Crest (5e Feat) Deva Wings (5e Feat) Devil’s Arm (5e Feat) Dretch Belch (5e Feat) Expeditious Alchemy (5e Feat) Greased Lightning (5e Feat) Holy Drive (5e Feat) Imp’s Eye (5e Feat) Infernal Horns (5e Feat) Infernal Mask (5e Feat) Intuitive Diviner (5e Feat) Metaknowledge (5e Feat) Mounted Musketeer (5e Feat) Pernicious Poisoner (5e Feat) Planetar Visage (5e Feat) Solar Gaze (5e Feat) Soul of Light (5e Feat) Swordsaint (5e Feat) Unicorn Horn (5e Feat) Vrock Feathers (5e Feat)
Equipment Alchemical Torch (5e Equipment) Ammunition, Bullet (50) (5e Equipment) Ammunition, Fire Arrow/Bolt (20) (5e Equipment) Ammunition, Rounds (20) (5e Equipment) Ammunition, Shot (20) (5e Equipment) Barrel Chain Rifle (5e Equipment) Blunderbuss (5e Equipment) Carbine (5e Equipment) Elephant Gun (5e Equipment) Elephant Pistol (5e Equipment) Facemold Paste (5e Equipment) Fire Lance (5e Equipment) Flintlock Revolver (5e Equipment) Glacial Effector (5e Equipment) Gun Cane (5e Equipment) Gun Kit (5e Equipment) Gun Shield (5e Equipment) Hand Blunderbuss (5e Equipment) Hand Cannon (5e Equipment) Harmonica Pistol (5e Equipment) Harmonica Rifle (5e Equipment) Harquebus (5e Equipment) Harquebus Hybrid (5e Equipment) Hexagonal Rifle (5e Equipment) Hybrid Pistol (5e Equipment) King's Walking Staff (5e Equipment) Lead Ingot (5e Equipment) Lever Action Carbine (5e Equipment) Lever Action Pistol (5e Equipment) Matchlock Musket (5e Equipment) Matchlock Pistol (5e Equipment) Midnight Dust (5e Equipment) Musket (5e Equipment) Needle Rifle (5e Equipment) Pepperbox Pistol (5e Equipment) Pepperbox Rifle (5e Equipment) Pistol (5e Equipment) Pocket Pistol (5e Equipment) Powder Flask (5e Equipment) Repeating Flintlock Pistol (5e Equipment) Rest (5e Equipment) Revolver (5e Equipment) Revolving Blunderbuss (5e Equipment) Revolving Carbine (5e Equipment) Revolving Rifle (5e Equipment) Rifle (5e Equipment) Rotating Revolver (5e Equipment) Saber (5e Equipment) Smoke Bomb (5e Equipment) Sparksprig (5e Equipment) Triangular Bayonet (5e Equipment) Turret Pistol (5e Equipment) Turret Rifle (5e Equipment) Volley Musket (5e Equipment) Volley Pistol (5e Equipment)
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Spells Astromancy (5e Spell) Conjure Deep Abomination (5e Spell) Dreaming Tide (5e Spell) Drowning (5e Spell) Eclipse (5e Spell) Herculean Force (5e Spell) Putrefy Food (5e Spell) Universal Potion (5e Spell)
Variant Rules Capacity (5e Variant Rule) Chain Fire (5e Variant Rule) Double-Action (5e Variant Rule) Experimenting and Grafting (5e Variant Rule) Firearm Customization (5e Variant Rule) Loud (5e Variant Rule) Match Loading (5e Variant Rule) Misalignment (5e Variant Rule) Misfire (5e Variant Rule) Rest (5e Variant Rule) Shot (5e Variant Rule) Turret Chain Fire (5e Variant Rule) Unwieldy (5e Variant Rule) Volley (5e Variant Rule)
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