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Mist Elemental CR: 5

Large elemental, neutral evil
Armor Class: 15
Hit Points: 90 (12d10 + 24)
Speed: 0 ft , fly: 90 ft , can hover

STR

14 +2

DEX

20 +5

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Saving Throws: Dexterity +8
Damage Resistances: Bludgeoning, Piercing, & Slashing from Nonmagical Attacks; Lightning, Necrotic, Thunder
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, & Unconscious
Senses: Darkvision 60', Passive Perception 10
Languages: Auran (Primordial)
Challenge Rating: 5 ( 1800 XP XP)
Proficiency Bonus: +3

Dreadful Vapors. Each creature in the elemental's space must make a DC 16 Constitution saving throw at the start of their next turn. On a failure, the creature takes 4 (1d8) necrotic damage and one point of exhaustion. On a success, the creature takes the necrotic damage.

Elemental Nature. The elemental doesn't require air, food, drink, or sleep.

Mist Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.


Created by

Baron_Imperious2.

Statblock Type

Monster

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