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Uncommon Elementals, Part 5

Here are some more elementals, you can see part 4 here.

Sand Elemental

Sand Elementals are the corrupted forms that result from air and water elementals kept too long from their home planes. The presence of astral or psychic energies, being used in places of healing, or left without much to do, twists them into beings focused around the concept of rest, sleep, and healing. Their form slowly picks up dust, sand, crystal, and shells until it displaces their former element and they lose their former sanity. All that fine sand and glass is in constant motion, as the elemental’s amorphous body shifts between vague, dream-like shapes. Despite the sharp and coarse materials that make up their body, the inherent magic of this elemental makes its body appear warm, comforting, and welcoming. Once dead, the pile of gravel and crystal it leaves behind is difficult, dangerous terrain. 

Sand Elementals are covetous and glutinous for the restfulness and healing that mortals are able to receive. While it is generally lazy, it has an unusual amount of patience and will make elaborate plans to capture and consume any creature it can. This slothful and selfish being can be negotiated with, but may suddenly find its end of any bargain too much work to keep up, or take an alternate path it finds to be more direct, even if that goes against an agreement it had made. When it does find employment, it is often for places that want to keep natural healing of prisoners at bay or as a hidden threat in a dungeon when plunderers stop to rest. Instructions and surroundings will have to be carefully set up in either of these cases, or the elemental will happily spend its time lazing about until it finds a shortcut to get what it wants without work.

Armor Class 19 Hit Points 114 (14d10 + 24) [Huge] Speed 30 ft., 30 ft. burrow, 20 ft. fly

STR 19 (+4) DEX 18 (+4) CON 15 (+2)

INT 7 (-2) WIS 12 (+1) CHA 9 (-1)

Resistances Bludgeoning, Piercing, and Slashing from non magical sources

Immunities Poison damage, exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11

Languages Auran, Aquan, Common

Challenge 7


Multiattack: This elemental makes two slam attacks. 

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage. 

Strength Among the Restful: 

When fighting against a creature, the more well-rested and healthy the creature, the better leverage the Sand Elemental has over them. It anchors itself in their half-remembered dreams and serenity. This manifests as a +1 bonus per two unused hit dice of that creature, rounded up, on attack rolls, damage rolls, saving throws, and opposed checks. Those creatures fight with a penalty of the same size against the Sand Elemental when making attack rolls, damage rolls, saving throws, or opposed checks. The bonus and penalty is doubled for creatures with more than half their remaining hit points. 

Afflicted by False Cures:

Any creature that wastes a source of healing or other restorative or regenerative ability within 120 ft. of the Sand Elemental causes some of its form to slough off. This includes abilities that restore spell slots, ability uses, or hit dice, but they must be expended to no effect, discharged uselessly, or directed into a target that receives no benefit. For every spell level of the spell -or a roughly equivalent spell to the effect if not a spell-  the elemental takes 1d6 damage and loses its next action trying to claw back sand that spills off its body. If it succeeds on a DC 15 Wisdom save, the damage is halved and it does not lose its next action.

Copied Curee: 

When a creature within 120 ft. would receive any healing or restorative effect, a slight trickle of sand appears in the air above the elemental, healing it for 1d4 hit points for every spell level -or roughly equivalent spell- of the effect. Each creature being healed or restored by a single spell contributes separately to the Sand Elemental’s healing. A Sand Elemental can freely go above its normal hit point maximum, losing one hit point each minute while it is above its normal maximum.

Waking Dreams: 

As an action, the Sand Elemental chooses a creature within reach and rearranges its constituent sand into a shifting amalgam of that creature’s dreams and nightmares. It looms over the target then crashes down on them in a wave of sand before reforming, dragging some of the creature’s restfulness with it in the form of faintly glowing mist. The Sand Elemental takes half of their remaining hit dice, rounded up or their highest level healing spell along with the spell slot to cast it. At the end of each of its turns, the elemental consumes some of that mist, expending one of the stolen hit dice or consuming a spell level to heal. This restores 1d10 hit points plus any bonuses the creature had to their hit dice recovery or healing spells, respectively. Any surviving hit dice or spells can be retrieved from the elemental’s corpse or while it is helpless. If it is helpless, the attempt requires a Constitution or Charisma opposed check at disadvantage. A spell slot that is recovered partially eaten restores instead a lower level spell slot equal to the uneaten spell levels remaining. Spell slots and hit dice taken by a Sand Elemental cannot be recovered until fully consumed or taken back. 

Feast Elemental: Water or Earth elemental kept in service to one community for generations or primarily tasked to crops

This many limbed humanoid form is made of countless platters of food, tables, tablecloths, festive ribbons, and servingware. Its magic keeps the food fresh, hot or cold, and appetizing, as its nature attempts to keep things mostly whole on the surface of its body.

Feast Elemental

Earth and fire elementals that find themselves stuck in the material plane too long can often mirror enough of a nearby civilization to become Feast Elementals. This is often the result of such an elemental being around communities, farms, parties, feasts, and families. Their form begins to collect and mirror bits of food, cutlery, decorations, and furniture, which is kept magically appealing by the inherent magic of the elemental. The complex concepts behind society twist the elemental’s alien mind until it breaks and begins to take on an inverted facsimile of civilization. Upon the elemental’s death, the disguised food and pretty decorations collapse, revealed to be rotten tablescapes and ruined knick knacks that spill to the ground. 

Feast Elementals have a twisted sense of social skills and seek to surround themselves with a captive audience, hoping to feed off of other creatures’ bonds with each other. It has a weak, sociopathic understanding of mortal creatures that it will use to dupe trusting mortals and poorly fake the rituals and conversations it formed from. It is eager to make deals and form connections with creatures, but its poor understanding means that it will likely violate those agreements. Some are utilized on a permanent basis as bodyguards for political social events, with the organizers recognizing that no real friendship will take place there for the Feast Elemental to predate upon. Others are used to secure old manors or summer homes, as an elemental that will be minimally destructive while smart enough to defend the residence or property from thieves. 

Armor Class 16 Hit Points 184 (14d10 + 98) [Huge] Speed 40 ft., 20 ft. climb

STR 20 (+5) DEX 8 (-1) CON 24 (+7)

INT 8 (-1) WIS 12 (+1) CHA 13 (+1)

Resistances Bludgeoning, Piercing, and Slashing from non magical sources

Immunities Poison damage, exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., blindsight 10 ft., passive Perception 15

Languages Aquan, Terran, Common

Challenge 7


Multiattack: This elemental makes two slam attacks. 

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. 

Better in a Crowd: 

Feast Elementals draw strength from and live partially within the concept of community, alliances, and comradery. They gain a +½ bonus, rounded up, for each ally a creature has within 30 ft. of themselves. This applies to attack and damage rolls, contested skill checks, and saving throws against effects of those creatures. In the same vein, those creatures suffer that bonus as a penalty on their attack and damage rolls, contested skill checks, and saving throws against the elemental’s abilities. This bonus is doubled against a creature that gave or received aid from another creature since the start of its previous turn.

Toxic Paranoia: 

Infighting, paranoia, and backstabbing are toxic to the Feast Elemental and cause patches of its form to rot and die. If a creature within 120 ft. takes a hostile action against a neutral or allied creature, the Feast Elemental takes 1d6 damage for every 2 HD of the creature making the hostile action. The elemental must make a DC 15 Charisma saving throw to reduce the damage by half. On a failed save, the elemental reels back, trying to balance platters and serving ware from falling off to no avail, wasting its next action.

Feast on Friendship: 

Should a creature within 120 ft. act beneficially to another creature, the Feast Elemental draws upon that emotional energy. Even unintentional aid heals the elemental so long as it protects, boosts, heals, or otherwise positively benefits a creature in a measurable way. It heals for 1d4 hit points per 2 HD of the creature taking the beneficial action. 

Break Bread and Break Faith: 

As an action, a Feast Elemental reaches out with its many, cutlery limbs, slamming down onto a target creature to steal a bond of aid or loyalty. If the target has a summoned creature, henchman, conjured familiar, retainer, or other NPC aiding them, the elemental picks one and that NPC’s loyalty changes to the Feast Elemental. Against creature’s without NPC allies, the elemental infects that creature’s subconscious loyalty instead, and that creature is considered to be aiding the elemental, granting the elemental one roll with advantage each round. Loyalty can be retrieved from a dead Feast Elemental or from a helpless one with an opposed Charisma or Wisdom check at disadvantage by pulling free a symbolic memento. Unretrieved loyalty is consumed by the Feast Elemental after 1 minute, turning that NPC neutral to it and any former masters, it can then be re-earned or re-bought as normal. A summoned creature whose loyalty has been stolen can not be dismissed and its duration does not end until its loyalty is fully consumed or it is defeated. While a creature’s aid is held the Feast Elemental, they cannot aid another creature, and if it is consumed, they cannot use the help action until they complete a short rest.

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