Initiate of the Elder Elementals

Small Humanoid (kobold), any evil alignment (CR 2)

Armor Class 12 15 with mage armor

Hit Points 33 (6d6+12)šŸŽ²

Speed 30 ft.


STR

9 (-1)

DEX

14 (+2)

CON

15 (+2)

INT

16 (+3)

WIS

11 (+0)

CHR

12 (+1)


Skills intimidation 3, religion 5

Senses darkvision 60 ft., passive Perception 10

Languages Common, Draconic, Primordial

Challenge Rating 2

Actions

Dagger.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Gift of the Elder Elementals.

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) acid, cold, fire, or lightning damage, and the target has disadvantage on its next saving throw against any of the initiateā€™s spells that deal the chosen type of damage.


sizeSmall

typeHumanoid

group

alignmentany evil alignment

strength_save

dexterity_save

constitution_save4

intelligence_save5

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr2

reactions

legendary_desc

legendary_actions

special_abilitiesname: Blessing of the Elder Elementals,desc: The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.,name: Pack Tactics,desc: The initiate has advantage on attack rolls against a creature if at least one of the initiateā€™s allies is within 5 feet of the creature and the ally isnā€™t incapacitated.,name: Sunlight Sensitivity,desc: While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,name: Versatility of the Elder Elementals,desc: As a bonus action, the initiate can change the damage of a spell it casts from acid, cold, fire, or lightning to another one of those elements.,name: Spellcasting,desc: The initiate of the elder elementals is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The initiate has the following wizard spells prepared: Cantrips (at will): pummelstone, light, mage hand, ray of frost 1st level (4 slots): burning hands, mage armor, tidal barrier 2nd level (3 slots): gust of wind, misty step, scorching ray 3rd level (2 slots): lightning bolt, frozen razors

spell_list

page_no216

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document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 216
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