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Uncommon Elementals, Part 6

The previous elemental post is here.

Rot Elemental

Air or water elementals that find themselves stuck too long on the material plane can twist into things of rot, decay, and entropy. They become influenced by the routine presence of death and trash in forgotten places, as they bother less and less to filter out the accidental detritus their forms collect by moving about. A Rot Elemental is composed of ruined and broken items that appear clean or functional but are empties of value: an empty potion, dull blades, nicely painted armor riddled with rust underneath, or a gold-leafed book full of scorched pages. The magic of the creature’s body keeps these items appearing well-maintained, despite the damage their constant movement within its amorphous form inflicts. They maintain a rough, humanoid torso of this fancy junk supported by seven misshapen limbs, each usable as either arm or leg, along with a number of vestigial, warped limbs. When it dies, the junk loses cohesion and collapses as a small tide of detritus bubbles up from the largest heaps, more than its previous size should have contained. All of it is worthless except as raw materials, which aren’t easily salvageable from how thoroughly it is all mixed with garbage, rust, and nasty reagents. 

Elementals of this type are wrathful and jealous towards the lives of mortals and the shiny, new things they are able to create. They take particular joy in destroying anything of value around them, especially when they can cause it to be wasted. While they disdain any direct payment, some are mercenary enough that they can be bribed with goods and crafts for the elemental to ruin. However, their rage against artistry and life can see a formerly pliant Rot Elemental change into a furious and single-minded creature that breaks all its previous agreements in pursuit of destruction. Care must be taken to keep its reward secured until completion and its objectives away from targets of temptation. They do well to patrol hostile borders or other areas of purely strategic rather than economic value, and in fact can serve to ensure that hostile trespassers will find no useful supplies in areas protected by a Rot Elemental.

Armor Class 20 Hit Points 128 (14d10 + 42) [Huge] Speed 20 ft., 20 ft. burrow

STR 18 (+4) DEX 16 (+3) CON 17 (+3)

INT 6 (-2) WIS 9 (-1) CHA 7 (-2)

Resistances Necrotic, 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 9

Languages Auran, Aquan, Common

Challenge 7


Multiattack: This elemental makes two slam attacks. 

Slam: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) piercing damage. 

Exhaustion’s Pupil: 

Rot Elementals can sense the fatigue and expended abilities of those around them, using that entropy against their foes. As a bonus action, the elemental can call upon an expended ability, spell, or power of any creature within 120 ft. and use it with either its own ability scores or the target creature’s, whichever is higher. Expended abilities fed upon this way cannot be used for a minimum of 1 round, even if they are regained more quickly. If the ability is a spell or level dependent, the elemental casts or uses it at the highest spell level, spell slot, or level available to the target creature. Alternatively, it can consume that entropy instead for a bonus on its attack rolls, damage rolls, saving throws, and contested rolls equal to the spell level or half the level of the ability, rounded up. The creature that was targeted applies the same as a penalty to their attack rolls, damage rolls, saving throws, and contested checks against the Rot Elemental. This bonus lasts until it targets another creature to draw upon their entropy. 

Archenemy of Artisans: 

If an object within 120 ft. of the Rot Elemental is repaired, restored, returned, or otherwise brought back to a state of usefulness from uselessness, the Rot Elemental takes 1d6 damage. This damage is increased by 1d6 for each other object repaired and dealt damage to the elemental in the previous minute. The Rot Elemental must make a DC 15 Charisma save to reduce the damage by half. On a failure, the Rot Elemental loses its next action as it flinches, puts its weight on a useless limb, and loses its balance.  

Balm of Ruination: 

When an object within 120 ft. of a Rot Elemental is destroyed, depleted of charges, discarded, or otherwise rendered useless, the elemental is healed for 1d4 hit points. It heals an additional 1d4 hit points for every previous healing it has received this way in the last minute.

Draw Upon the Discarded: 

This elemental can instinctively sense not only the broken or useless items worn or carried by creatures within 120 ft. but even sense into their recent past for the same. As a move action, the Rot Elemental can draw upon the rot from a broken object that a creature within 120 ft. currently has or had in their possession since their last rest. This returns that object to a working state in that creature’s possession, granting it the smallest number of charges or fuel, enough for one usage. For lost objects or ones not currently in their possession, it creates a temporary copy of that object instead. This grants the Rot Elemental a single usage of either that same ability or a bonus for 1 minute equal to the equivalent spell level, minimum 1. This bons applies to its attacks, damage, saving throws, and contested checks and stacks with its other bonuses. An item superficially repaired this way is magically fragile and will break -or crumble to ash if it is a copy- if the creature ever loses possession of it or becomes unattuned to it. At the end of combat with the Rot Elemental, a creature may become attuned to any of the items the Rot Elemental restored, if they choose not to or cannot attune to the restored object, it immediately breaks.

Shadow Elemental:

A Shadow Elemental is a murky, black beast of mixed nightmares and lucid dreams. At once a delight and terror of overlapping translucent colors, with the overlap forming a roughly humanoid, lanky shape at the center.

Shadow Elementals are hard to see directly, as there appearance is directly tied to the perceptions of the creatures observing them. Their inky, black form is mostly incorporeal and always shifting around a central, upright and lanky humanoid form, but sentient minds fill in the gaps of perception with their own mix of lucid dreaming and nightmarish fears. A creature will see in the form of a Shadow Elemental both their most pleasant dreams and their worst nightmares. Their forms are the result, however, of an air or water elemental used too often in dangerous and risky ventures, especially if it is confined to dark places. Physically, the elemental feels like a shifting mix of thick fog and stringy-slime. Upon its death, most of this creature’s body evaporates, leaving behind a mess of black strands and foam.  

Once they have fully turned into Shadow Elementals, these creatures crave the same uncertainty and risk that drove them mad before, and they pursue it with a dogged alien intelligence. They use their cunning and outsider’s twisted understanding of society to engineer situations of chaos and chance for their prey. If planned well, these elementals can make for dangerous guardians of banks and vaults of all kinds, places where there will be regular intruders but where the prize being guarded is too boring for the elemental to bother with. When they go too long without suitable meals or when presented with targets too well organized, they will turn their cunning to escaping for better hunting grounds. Alternatively, they are sometimes released as saboteurs against enemy fortifications, although that often ends poorly if the defenders prove uninteresting or are able to turn the elemental back onto the besieging forces as siege camps are full of chaos and chance.

Armor Class 22 Hit Points 86 (14d10) [Huge] Speed 30 ft., 60 ft. fly

STR 9 (-1) DEX 24 (+7) CON 9 (-1)

INT 13 (+1) WIS 15 (+2) CHA 17 (+3)

Resistances Bludgeoning, Piercing, and Slashing

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

Weaknesses Psychic damage

Senses darkvision 60 ft., passive Perception 16

Languages Auran, Aquan, Common

Challenge 7


Slam: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d8+7) slashing damage. 

Chaos’ Reflection: 

For each hostile creature within 120 ft., a Shadow Elemental gains an additional reaction on each of its turns. When a creature within reach makes a roll, the Shadow Elemental’s chaotic nature forces it to respond. It uses a reaction to roll a 1d10 on the chart below, skipping the result if it has rolled that number on the chart since the end of its last turn. Rolling multiple times for advantage, disadvantage, luck, roll-replacement effects, or similar count as if the creature made two separate rolls and the elemental can respond to both if it has enough reactions.

(1,3,5,7,9) Deal 1d4 damage to the creature that rolled the die, +1d4 for each previous hit on that creature this round.

(2) Move up to half its speed as if incorporeal, ignoring attacks of opportunity.

(4) Increasing its reach to include any creature it can see within 120 ft. until the end of its next turn.

(6) It gains resistance to all non-psychic damage and does not die at 0 hit points until the end of its next turn.

(8) Until the end of its next turn, it may attack any number of targets within reach up to one time each.

(10) It dissolves into scattered dreams until the start of its next turn, making it immune to any magical effects that an inanimate object would be unaffected by.

Fearful Certainty: 

Certainty is the bane of this creature and taking an action that requires no rolls within 120 ft. of a Shadow Elemental deals it 1d6 damage. This damage is increased by 1d6 for every three consecutive turns the creature has damaged the elemental this way, rounded down. The Shadow Elemental must make a DC 15 Charisma save halve this damage. On a failure, the Shadow Elemental loses its next action as some of its overlapping dream forms collide and it recoils from the shock. 

Fluke Vitality: 

Uncertainty and risk are the lifeblood of this elemental. Creatures within 120 ft. that make a roll with advantage, disadvantage, or using a reroll heal the Shadow elemental by 1d4 hit points for each die roll.

Risk’s Reward: 

As an action, the Shadow Elemental causes one creature within 120ft.  to roll three times for their next roll. The creature and the elemental each choose one result to discard. This counts as the creature having rolled three times.

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