User:NtCarlson/Guide to Elementals
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Minor Elementals[edit | edit source]
Elementals[edit | edit source]
when used with a 5th level spell slot can summon one of four types of elementals: Air, Earth, Fire, or Water. All four types have the same general kit:
- A basic melee attack that inflicts a status effect without a save.
- A multiattack that is stronger when attacking targets inflicted with the above status effect.
- An area of effect attack that inflicts a different, often unique, status effect.
- A bonus action 18m teleport that can be used at will.
The air elemental deviates from this and winds up being the weakest type as a result.
Stats[edit | edit source]
Elemental | hit points | Armour Class (w/ ) |
Attack ability | Spellcasting ability | Damage immunities | Damage resistances | |
---|---|---|---|---|---|---|---|
90 | 15 (18) |
5 | Strength (16) | Intelligence (6) | Poison | Physical (non-magical), Lightning, Thunder | |
126 | 17 (17) |
-1 | Strength (20) | Intelligence (5) | Poison | Physical (non-magical) | |
102 | 13 (16) |
3 | Dexterity (17) | Intelligence (6) | Fire | - | |
114 | 14 (15) |
2 | Strength (18) | Strength (18) | - | Physical (non-magical), Acid |
The reason for the different impact of
is that some elementals have more than 10 base AC. Earth Elemental has 18 (with a -1 Dexterity modifier) and Water Elemental has 12 (with a +2 Dexterity modifier). Mage Armour increases the base AC to 13 so it doesn't help the Earth Elemental at all, and only gives 1 AC to the Water Elemental.The spellcasting ability is used to determine the save DC on the area of effect attack. This value defaults to Intelligence and only for the Water Elemental was this default changed. This means the AoE attacks for the other 3 elementals will have pitiful DCs.
Basic attacks[edit | edit source]
With the exception of the Air Elemental, all the elementals have a basic melee attack that inflicts a 2 turn status effect without a save, so long as the attack hits. This status effect is required to unlock the full power of the corresponding multiattack ability.
Instead of a melee attack, the Air Elemental gets 2d6+1Thunder and is halved on a DC 15 Dexterity saving throw. This attack does not inflict the condition required for the improved multiattack damage.
. This is a ranged attack with two projectiles that can be targeted separately like . The damage per projectile isMultiattack[edit | edit source]
All elementals have a 2-hit multiattack that doubles the damage dice when targeting enemies inflicted with certain conditions. These multiattacks have a once-per-turn cooldown, so if you opt to
your elemental, it can still only multiattack once.The Earth Elemental doesn't deal any elemental damage on its multiattack and doesn't receive additional physical damage to compensate. On paper, this makes its version of multiattack the weakest, but that title actually belongs to the Air Elemental.
Air Elemental's multiattack requires the condition, which is extremely rare. Aside from Air Elemental's extremely unreliable area of effect attack, the only way for players to inflict the condition is with The Jolty Vest. This essentially locks Air Elementals out of receiving the improved damage on their multiattacks.
The other three conditions can be consistently applied in numerous ways, either by party members or by the elemental itself. This is particularly true of and which have a huge number of sources. If you plan for it, you can reliably get the improved multiattack damage with the other elementals.
Also note that inflicts vulnerability to Cold damage, so Water Elemental's multiattack damage is even better.
Area of effect attacks[edit | edit source]
All four types of elementals have an area of effect attack that use saving throws instead of attack rolls. Unlike the basic and multiattacks, these attacks differ quite a bit between elemantal types.
Elemental | Attack | DC (Save) |
Damage | Range | Area | Additional effect |
---|---|---|---|---|---|---|
10 (STR) |
2d6Lightning | Self | AoE: 4 m / 13 ft (Radius) | Inflict for 2 turns | ||
9 (CON) |
4d6Bludgeoning | Self | AoE: 4 m / 13 ft (Radius) | Inflict for 3 turns and push back 3 m / 10 ft | ||
11 (DEX) |
4d6Fire | 18 m / 60 ft | AoE: 3 m / 10 ft (Radius) | Creates a Fire for 1 turn that inflicts without a save | ||
16 (CON) |
4d6Cold | Self | AoE: 6 m / 20 ft (Cone) | If the target was , inflict for 3 turns |
The Air and Fire Elementals have the two standout abilities here. condition that has no other source. This condition applies vulnerability to Thunder and Bludgeoning, neither of which have any other source of vulnerability (aside from which only works for a single attack). Since is such a readily inflicted condition (for example by a Fire Elemental), setting up the combo to inflict is very doable and has unique payoff.
is the only of these attacks that has a reasonable DC. The other three attacks use the wrong spellcasting ability modifier and have an artificially low DC as a result. It also applies the uniqueFire surface always inflicts , so enemies will still burn even if they make their saving throws. Importantly, note that the burning surface created by this attack has a radius of 2 m / 7 ft which is smaller than the attack itself (3 m / 10 ft). Thus, you should try hit targets in the center of the area rather than the periphery.
is also quite strong. It has a very long range and can still be useful despite its low saving throw DC. Standing in a. Unlike , however, the payoff of inflicting the condition is fairly minor. It gives a modest 2.5 m / 8 ft movement speed penalty and a -1 Dexterity penalty which may or may not translate to -1 AC.
also inflicts a unique condition,The worst of the bunch is necessary to use its full-powered multiattack. With a saving throw DC of 10, this means the Air Elemental will likely not be able to inflict it at all, severely crippling its damage potential.
. Not only does it do half the damage of the other attacks, it is also the only way for the Air Elemental to inflict