Azer

Medium elemental, lawful neutral

Armor Class

17 (natural armour, shield)

Hit Points

39 (6d8 + 12)

Speed

30 ft.

Saving Throws

Con +4

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

passive Perception 11

Languages

Ignan

Challenge

2 (450 XP)

Heated Body:

A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons:

When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination:

The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Warhammer:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Djinni

Large elemental, chaotic good

Armor Class

17 (natural armour)

Hit Points

161 (14d10 + 84)

Speed

30 ft., fly 90 ft.

Saving Throws

Dex +6, Wis +7, Cha +9

Damage Immunities

lightning, thunder

Senses

darkvision 120 ft., passive Perception 13

Languages

Auran

Challenge

11 (7,200 XP)

Elemental Demise:

If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting:

The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will:

Detect Evil and Good, Detect Magic, Thunderwave

3/day each:

Create Food and Water (can create wine instead of water), Tongues, Wind Walk

1/day each:

Conjure Elemental (air elemental only), Creation, Gaseous Form, Invisibility, Major Image, Plane Shift

Actions

Multiattack:

The djinni makes three scimitar attacks.

Scimitar:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).

Create Whirlwind:

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be Restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures Restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature Restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer Restrained and moves to the nearest space outside the whirlwind.

Efreeti

Large elemental, lawful evil

Armor Class

17 (natural armour)

Hit Points

200 (16d10 + 112)

Speed

40 ft., fly 60 ft.

Saving Throws

Int +7, Wis +6, Cha +7

Damage Immunities

fire

Senses

darkvision 120 ft., passive Perception 12

Languages

Ignan

Challenge

11 (7,200 XP)

Elemental Demise:

If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Innate Spellcaster:

The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will:

Detect Magic

3/day:

Enlarge/Reduce, Tongues

1/day:

Conjure Elemental (fire elemental only), Gaseous Form, Invisibility, Major Image, Plane Shift, Wall of Fire

Actions

Multiattack:

The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar:

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Hurl Flame:

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Elemental, Air

Large elemental, neutral

Armor Class

15

Hit Points

90 (12d10 + 24)

Speed

0 ft., fly 90 ft. (hover)

Damage Resistances

lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Auran

Challenge

5 (1,800 XP)

Air 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.

Actions

Multiattack:

The elemental makes two slam attacks.

Slam:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4-6):

Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked Prone. #If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked Prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked Prone.

Elemental, Earth

Large elemental, neutral

Armor Class

17 (natural armour)

Hit Points

126 (12d10 + 60)

Speed

30 ft., burrow 30 ft.

Damage Vulnerabilities

thunder

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses

darkvision 60 ft., tremorsense 60 ft., passive Perception 10

Languages

Terran

Challenge

5 (1,800 XP)

Earth Glide:

The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Seige Monster:

The elemental deals double damage to objects and structures.

Actions

Multiattack:

The elemental makes two slam attacks.

Slam:

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Elemental, Fire

Large elemental, neutral

Armor Class

13

Hit Points

102 (12d10 + 36)

Speed

50 ft.

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan

Challenge

5 (1,800 XP)

Fire Form:

The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination:

The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.

Water Susceptibility:

For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack:

The elemental makes two touch attacks.

Touch:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Elemental, Water

Large elemental, neutral

Armor Class

14 (natural armour)

Hit Points

114 (12d10 + 48)

Speed

30 ft., swim 90 ft.

Damage Resistances

acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Aquan

Challenge

5 (1,800 XP)

Water 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.

Freeze:

If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack:

The elemental makes two slam attacks.

Slam:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4-6):

Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also Grappled (escape DC 14). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target Grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Gargoyle

Medium elemental, chaotic evil

Armor Class

15 (natural armour)

Hit Points

52 (7d8 + 21)

Speed

30 ft., fly 60ft.

Damage Resistances:

bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine

Damage Immunities:

poison

Condition Immunities:

Exhaustion, Petrified, Poisoned

Senses

darkvision 60 ft., passive Perception 10

Languages

Terran

Challenge

2 (450 XP)

False Appearance:

While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack:

The gargoyle makes two attacks: one with its bite and one with its claws.

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws:

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

Invisible Stalker

Medium elemental, neutral

Armor Class

14

Hit Points

104 (16d8 + 32)

Speed

50 ft., fly 50 ft. (hover)

Skills

Perception +8, Stealth +10

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 18

Languages

Auran, understands Common but doesn't speak it

Challenge

6 (2,300 XP)

Invisibility:

The stalker is Invisible.

Faultless Tracked:

The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions

Multiattack:

The stalker makes two slam attacks.

Slam:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Magmin

Small elemental, chaotic neutral

Armor Class

14 (natural armour)

Hit Points

9 (2d6 + 2)

Speed

30 ft.

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan

Challenge

1/2 (100 XP)

Death Burst:

When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.

Ignited Illumination:

As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Touch:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Mephit, Dust

Small elemental, neutral evil

Armor Class

12

Hit Points

17 (5d6)

Speed

30 ft., fly 30 ft.

Skills

Perception +2, Stealth +4

Damage Vulnerabilities

fire

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 12

Languages

Auran, Terran

Challenge

1/2 (100 XP)

Death Burst:

When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be Blinded for 1 minute. A Blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day):

The mephit can innately cast Sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6):

The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mephit, Ice

Small elemental, neutral evil

Armor Class

11

Hit Points

21 (6d6)

Speed

30 ft., fly 30 ft.

Skills

Perception +2, Stealth +3

Damage Vulnerabilities

bludgeoning, fire

Damage Immunities

cold, poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 12

Languages

Aquan, Auran

Challenge

1/2 (100 XP)

Death Burst:

When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance:

While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day):

The mephit can innately cast Fog Cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage.

Frost Breath (Recharge 6):

The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Mephit, Magma

Small elemental, neutral evil

Armor Class

11

Hit Points

22 (5d6 + 5)

Speed

30 ft., fly 30 ft.

Skills

Stealth +3

Damage Vulnerabilities

cold

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan, Terran

Challenge

1/2 (100 XP)

Death Burst:

When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance:

While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day):

The mephit can innately cast Heat Metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6):

The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Mephit, Steam

Small elemental, neutral evil

Armor Class

10

Hit Points

21 (6d6)

Speed

30 ft., fly 30 ft.

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 10

Languages

Aquan, Ignan

Challenge

1/4 (50 XP)

Death Burst:

When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

False Appearance:

While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day):

The mephit can innately cast Blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6):

The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Salamander

Large elemental, neutral evil

Armor Class

15 (natural armour)

Hit Points

90 (12d10 + 24)

Speed

30 ft.

Damage Vulnerabilities

cold

Damage Resistance

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan

Challenge

5 (1,800 XP)

Heated Body:

A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons:

Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack:

The salamander makes two attacks: one with its spear and one with its tail.

Spear:

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail:

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is Grappled (escape DC 14). Until this grapple ends, the target is Restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.

Xorn

Medium elemental, neutral

Armor Class

19 (natural armour)

Hit Points

73 (7d8 + 42)

Speed

20 ft., burrow 20 ft.

Skills

Perception +6, Stealth +3

Damage Resistances

piercing and slashing from nonmagical attacks that aren’t adamantine

Senses

darkvision 60 ft., tremorsense 60 ft., passive Perception 16

Languages

Terran

Challenge

5 (1,800 XP)

Earth Glide:

The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.

Stone Camouflage:

The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Treasure Sense:

The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

Actions

Multiattack:

The xorn makes three claw attacks and one bite attack.

Claw:

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

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.