Mist Elemental

Large Elemental


  • Armor Class 15
  • Hit Points 90 (10d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 4 (-3)

  • Damage Resistances bludgeoning, piercing and slashing from non-magical, non-silvered weapons
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, exhausted, grappled, paralyzed, poisoned, prone, restrained, stunned
  • Senses passive Perception 10, blindsight 120 ft. (blind beyond this radius)
  • Languages Primordial
  • Challenge 5 (1,800 XP)

Mist Form. The elemental can enter a creature's space and stop there.It can also move through a space as narrow as 1 in. wide without squeezing.
Crawling Gas. The mist elemental clings to the ground but ignores any difficult terrain.
False Appearance. While the elemental remains motionless, it is indistinguishable from a cloud of mist. If someone casts Detect Magic on the elemental, they will pick up on aura of Conjuration magic on the cloud.

Actions

Multi-attack. The elemental can use its action to make an attack with its tendrils twice.
Tendrils. Melee Weapon Attack: +6 to hit, reach 0 or 5 ft. , one target. Hit 15 (2d10 + 4) necrotic damage
Envelop (Recharge 4-6). Each creature in the elemental's area must succeed on a DC 15 wisdom saving throw. Creatures which fail the saving throw take 14 (4d6) psychic damage and are frightened. While frightened in this manner the creature is also grappled and blinded. A target can remake the saving throw at the end of every turn, ending all the conditions on a sucess. Creatures which suceed on the saving throw take half damage and suffer none of the conditions. The condition also ends if the target is pushed out of the elemental's area.