Hot Springs Island: Elementals and Factions


Elementals

Elementals have a unique control of the elements that, while usually minor, has very few limits. They directly manipulate the element or elements that they have control over. Because of this, not all of their elemental abilities are noted here. I have provided some examples of abilities they have, especially ones more relevant to combat, below, with the expectation that you will modify or create abilities to suit your needs.












Earth Imp

Small elemental, neutral good


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d6 + 18)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+3) 11 (+0) 10 (+0) 12 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Terran
  • Challenge 1 (200 XP)

Earth Glide. The imp can burrow through nonmagical, unworked earth and stone. While doing so, the imp doesn't disturb the material it moves through.

Actions

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Rock Shard. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Elemental Power (Recharge 1d4 rounds). The imp chooses from one of the following abilities to use as an action. If the ability has a duration listed, using another ability with a duration cancels the current effect. All elemental powers have a range of 60 feet unless stated otherwise.

Quake. Choose a location on the ground within range. All creatures standing on the ground in a 10-foot radius must succeed on a DC 13 Dexterity saving throw or fall prone and take 3 (1d6) bludgeoning damage.

Avalanche. Rocks, dirt, and other earthen debris from a 10-foot-radius area within range fall from a height of at least 5 feet onto all creatures beneath the avalanche. Creatures in the path of the avalanche must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet the avalanche traveled (minimum 1d6, maximum 3d6) on a failed save, or half as much damage on a successful save.

Earth Spike. A earthen spike juts out from the ground on one space within range. Any creature in that space must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) piercing damage. The spike falls back into the ground after making its attack.

Chasm. A 5-foot-wide, 15-foot-long, and 10-foot-deep gap appears in the ground at a location within range. All creatures within the effect's area must succeed on a DC 13 Dexterity saving throw or fall into the chasm, taking 3 (1d6) bludgeoning damage from the fall. The chasm is permanent.

Harden. Rocky armor sprouts over the body of the target. The imp, or a friendly creature within range, has a minimum Armor Class of 16 for 1 minute. Additionally, all bludgeoning, piercing, or slashing damage from nonmagical sources taken by the target is reduced by 2. Conversely, the imp may harden the joints of a hostile creature for 1 minute, reducing its speed by 10 feet.

Crag Shield. A barrier of rock sprouts from the ground at a location within range. The barrier is 5 feet tall, 5 feet wide, and 1 foot thick. The barrier lasts for 1 minute before dissolving into dirt and clumps of rock.

Mud Clump. The imp throws a clump of mud at a target within range. The target must make a DC 13 Dexterity save or fall prone, and the ground within 10 feet is difficult terrain.



Fire Imp

Small elemental, lawful evil


  • Armor Class 12
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 12 (+1) 13 (+1) 11 (+0)

  • Skills Athletics +6
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Ignan
  • Challenge 1 (200 XP)

Actions

Multiattack. The imp makes two attacks with its claws.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage and 3 (1d6) fire damage.

Flame Blast. Ranged Weapon Attack: +3 to hit, range 40/80 feet, one target. Hit: 10 (3d6) fire damage.

Elemental Power (Recharge 1d4 rounds). The imp chooses from one of the following abilities to use as an action. If the ability has a duration listed, using another ability with a duration cancels the current effect. All elemental powers have a range of 60 feet unless stated otherwise.

Whip. A whip of fire lashes out at a target within 15 feet. The fire imp makes a melee weapon attack; on a hit, the target takes 7 (2d6) fire damage and is pulled 10 feet towards the fire imp.

Warp. The fire imp disappears in a cloud of smoke and embers, reappearing in an empty space within 60 feet.

Forge. The fire imp creates a metal object fresh from the forge within 10 feet. The object must be able to fit in a 5-foot cube. The object is incredibly hot until the end of the next round, and any creature that touches it takes 7 (2d6) fire damage. Any creature that ends its turn within 5 feet of the object during this time takes 3 (1d6) fire damage.

Melt. The fire imp chooses any metal object within 30 feet and causes it to start to melt, heating it up to a searing temperature for 1 minute. This can affect metal objects that are worn or carried by another creature, and causes 7 (2d6) fire damage to any creature touching the object when the imp uses this ability, as well as an additional 3 (1d6) fire damage to any creature who ends its turn while touching the object.

Spark. The imp causes a bright spark to appear within 30 feet, flashing brightly before dimming. Any creature within 5 feet is blinded until the end of their next turn. The spark provides bright light in a 10-foot radius and dim light for an additional 20 feet for 1 minute.

Cannon. The fire imp launches a ball of molten rock at a location within 60 feet. The ball explodes upon impact, and any creatures within 5 feet must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire damage on a failed save, or half as much damage on a successful save.

Pyrotechnics. The fire imp summons brightly flashing, multi-colored lights in front of a target within 30 feet. The target must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. While charmed by this ability, the creature is incapacitated and has a speed of 0. The effect ends if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor.

Light. The fire imp summons a ball of flames to a location within 60 feet, providing bright light in a 30-foot radius and dim light for an additional 20 feet for 1 minute.


Water Imp

Small elemental, neutral good


  • Armor Class 12
  • Hit Points 22 (4d6 + 8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Aquan
  • Challenge 1 (200 XP)

X.

Actions

X. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)

Elemental Power. The imp chooses from one of the following abilities to use as an action. If the ability has a duration listed, using another ability with a duration cancels the current effect. All elemental powers have a range of 60 feet unless stated otherwise.

X.

X.

X.

X.

X.

X.

X.

X.


Ooze Imp

Small elemental,


  • Armor Class 12
  • Hit Points X (Xd6 + X)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 8 (-1) 11 (+1) 6 (-2) 20 (+5)

  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common,
  • Challenge 1 (200 XP)

X.

Actions

X. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)

Elemental Power. The imp chooses from one of the following abilities to use as an action. If the ability has a duration listed, using another ability with a duration cancels the current effect. All elemental powers have a range of 60 feet unless stated otherwise.

X.

X.

X.

X.

X.

X.

X.

X.


Magma Imp

Small elemental,


  • Armor Class 12
  • Hit Points X (Xd6 + X)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 8 (-1) 11 (+1) 6 (-2) 20 (+5)

  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common,
  • Challenge 1 (200 XP)

X.

Actions

X. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)

Elemental Power. The imp chooses from one of the following abilities to use as an action. If the ability has a duration listed, using another ability with a duration cancels the current effect. All elemental powers have a range of 60 feet unless stated otherwise.

X.

X.

X.

X.

X.

X.

X.

X.


Steam Imp

Small elemental,


  • Armor Class 12
  • Hit Points X (Xd6 + X)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 8 (-1) 11 (+1) 6 (-2) 20 (+5)

  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common,
  • Challenge 1 (200 XP)

X.

Actions

X. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)

Elemental Power. The imp chooses from one of the following abilities to use as an action. If the ability has a duration listed, using another ability with a duration cancels the current effect. All elemental powers have a range of 60 feet unless stated otherwise.

X.

X.

X.

X.

X.

X.

X.

X.


Night Axe Warrior

Large giant, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 10 (+0) 11 (+0) 10 (+0)

  • Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, frightened
  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 4 (1,100 XP)

Adaptable. Night axe ogres are immune to the effects of extreme heat and cold.

Charge. If the night axe warrior moves at least 20 feet straight toward a target and then hits it with an axe attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The night axe warrior makes one attack with its obsidian axe, and one attack with either its kick or bite attack.

Obsidian Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) piercing damage.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


Night Axe Edgesworn

Large giant, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 9 (-1) 12 (+1) 10 (+0)

  • Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, frightened
  • Senses passive Perception 11
  • Languages Understands Common and Giant
  • Challenge 4 (1,100 XP)

Adaptable. Night axe ogres are immune to the effects of extreme heat and cold.

Disorienting Strike. When a night axe ogre succeeds on a melee weapon attack, they do not provoke opportunity attacks from their target until the end of their turn.

Pack Tactics. When within 5 feet of another night axe ogre, the edgesworn has advantage on melee attacks.

Actions

Multiattack. The night axe edgesworn makes two attacks with its spiked club, or one attack with its spiked club and one attack with its obsidian axe or bite.

Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Obsidian Axe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 15/30 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) piercing damage.

Shape Obsidian. The edgesworn takes a hunk of obsidian and permanently shapes it into any simple melee weapon.



Night Axe Bonebinder

Large giant, lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d10 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 13 (+1) 17 (+3) 14 (+2)

  • Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, frightened
  • Senses passive Perception 13
  • Languages Common, Giant
  • Challenge 5 (1,100 XP)

Adaptable. Night axe ogres are immune to the effects of extreme heat and cold.

Strategist. Using its water gourd, the bonebinder can unleash animated ropes of water to communicate with other night axe ogres. On its turn, the bonebinder can communicate simple messages to any night axe ogre within 60 feet, or any night axe ogre that can see the bonebinder within 100 feet.

Elemental Guardian. When the bonebinder is at or below 25 hit points, the water elemental in its gourd aids it in battle. When aiding the bonebinder, the first attack against the bonebinder each round is made with disadvantage, and at the beginning of the bonebinder's turn the water elemental strikes the nearest enemy within 30 ft., dealing 18 (4d8) bludgeoning damage.

Actions

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 1) piercing damage.

Crazy Bone. The bonebinder breaks a crazy bone, affecting a single target within 60 feet. If the target is a night axe ogre, they are enraged. An enraged night axe gains 15 temporary hit points, has advantage on all melee attacks, deals an additional 5 damage with all melee attacks, and all enemies have advantage on attack rolls against them.

If the target is not a night axe ogre, they must succeed on a DC 13 Wisdom saving throw or be confused. A confused target attacks the closest non-night axe target to them, moving up to their full speed if necessary.

This effect lasts for 1d8 rounds.

Lazy Bone. The bonebinder breaks a lazy bone, causing objects worn or held by a target within 60 feet to become increasingly heavier. Weapons deal 1d4 less damage, and the target's speed is reduced if they are wearing armor (5 feet for medium armor, 10 feet for heavy armor). At the start of each of its turns, the target must succeed on a DC 13 Strength saving throw or have its speed reduced to 0 until its next turn. Failing this save for two turns in a row causes the target to become unable to perform any actions until its next turn. Succeeding on this save for two turns in a row ends the effect.

This effects lasts for 1d8 rounds.

Flesh and Bone. The bonebinder breaks a bone covered in bits of flesh, causing a target within 60 feet to temporarily grow bone spikes on their knuckles, elbows, knees, or forehead. This effect grants the target an unarmed strike they can use once per turn as a bonus action. The attack deals 1d10 damage, but is otherwise treated as a normal unarmed strike that the user has proficiency in. After striking a target with this attack, pieces of the bone splinter off and lodge themselves in the target, dealing 1d6 damage every time the target attempts to move for the next 1d4 rounds.

This effect lasts for 1 minute.

Busy Bone. The bonebinder breaks a busy bone, causing a target within 60 feet to move and attack at an accelerated rate. The target gains a 20-foot bonus to its movement speed, and makes an additional attack whenever it takes the Attack or Multiattack actions. Additionally, the target can Dash as a bonus action.

This effect lasts for 1d8 rounds.

Reactions

Wish Bone. The bonebinder cracks a wish bone, allowing them to avoid a weapon attack even after success has been determined, or gain advantage on any saving throw.


Goa Lizardman

Medium humanoid (lizardfolk), lawful neutral


  • Armor Class 17 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 11 (+0) 14 (+2) 12 (+1)

  • Skills Athletics +5, Perception +4, Stealth +5, Survival +4
  • Senses passive Perception 14
  • Languages Draconic
  • Challenge 1 (200 XP)

Actions

Multiattack The goa makes two melee attacks.

Paddle Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing or bludgeoning damage.

Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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