Paraelementals

Many adventurers know of the elementals, massive creatures of the 4 pure elements. Much rarer, however, are the Paraelementals.

Where any two Elemental Planes intersect, a new plane forms, contiguous with its two parent planes. These are called the Paraelemental planes. On these planes, both of its parent elements combine and occasionally an elemental can form from them.

Dungeon Masters can allow for Circle of the Moon Druids to Wild Shape into the following elementals using their Elemental Wild Shape feature. The Dungeon Master, as always, has the final say on this and can forbid Druids from transforming into paraelemental or require that they first encounter a paraelemental.

Ice Elemental

Of the paraelemental plane of Ice, the intersection of Air and Water, Ice Elementals stalk the frozen wastes.


Ice Elemental

Large elemental, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., ice-glide 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Auran
  • Challenge 5 (1,800 XP)

Ice Glide. While moving on or in ice or snow, the elemental has a base speed of 60 feet instead of a base speed of 30 feet. The elemental can move through ice and snow unhampered.

Ice Form. When a creature begins its turn within 10 feet of the elemental, it takes 7 (2d6) cold damage.

Frost. Whenever a creature takes cold damage from the elemental, its speed is reduced by 5 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 13 (2d8 + 4) cold damage.


Magma Elemental

Of the paraelemental plane of Magma, the intersection of Earth and Fire, Magma Elementals roam far, often manifesting on the material plane in volcanos and calderas.


Magma Elemental

Large elemental, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft., melt 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Ignan, Terran
  • Challenge 5 (1,800 XP)

Melt. The elemental can move through nonmagical, unworked earth and stone unhampered.

Magma Flow. The elemental may superheat stone and earth as it moves, leaving a trail covered with molten rock behind it. Any creature that moves over this space takes 7 (2d6) fire damage. The trail persists for 3 rounds or until it is doused with 1 gallon of water or a creature in that space would take cold damage.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 9 (1d8 + 5) bludgeoning damage and 4 (1d8) fire damage.

Smoke Elemental

Of the paraelemental plane of Smoke, the intersection of Air and Fire, Smoke Elementals seem like large mephits, spewing smog all around them.


Smoke Elemental

Large elemental, neutral


  • Armor Class 15
  • Hit Points 90 (12d10 + 24)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

  • Damage Resistances fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran, Ignan
  • Challenge 5 (1,800 XP)

Smoke 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.

Billowing Smoke. All creatures within 30 feet of the elemental have disadvantage on Perception checks involving sight.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 13 (2d8 + 5) bludgeoning damage.

Cinder Storm (Recharge 4-6). Each creature within 20 feet of the elemental must make a DC 15 Constitution saving throw. On a failure, a target takes 9 (1d8+5) fire damage and is blinded for 1 minute. As an action, a blinded target can clear its eyes, removing its blinded condition.


Ooze Elemental

Of the paraelemental plane of Ooze, the intersection of Earth and Water, Ooze Elementals are large mounds, usually made of the ever present mud of the plane.


Ooze Elemental

Large elemental, neutral


  • Armor Class 14
  • Hit Points 114 (12d10 + 36)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

  • Damage Resistances acid; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auquan, Terran
  • Challenge 5 (1,800 XP)

False Appearance While the elemental remains motionless, the elemental is indistinguishable from a large mass of mud.

Mud Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Sticky Ooze. The elemental can enter a hostile creature's space and stop there. When it occupies the same space as a hostile creature, the elemental can choose to restrain the creature. Until the creature breaks away from the elemental by making a DC 13 Strength(Athletics) check as an action, the creature moves with the elemental. If the elemental is moved involuntarily, a restrained creature can attempt a Strength(Athletics) check as a reaction with advantage.

When a creature escapes from the elemental's Sticky Ooze, it immediately is shunted to the nearest empty space where it can safely stand.

The elemental can restrain only Medium or smaller creatures in this manner and can only restrain 2 creatures at a time.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 13 (2d8 + 2) bludgeoning damage.