Magnetic Elemental
Large Elemental, neutral (CR 6)Armor Class 16 natural armor
Hit Points 95 (10d10+40)
Speed 30 ft., fly 20 ft., burrow 20 ft., hover true ft.
18 (+4)
12 (+1)
18 (+4)
6 (-2)
10 (+0)
6 (-2)
Skills
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
Languages Terran
Challenge Rating 6
Actions
Multiattack.
The magnetic elemental makes two slam attacks.
Slam.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Magnetic Pulse (Recharge 4-6).
The magnetic elemental releases a magnetic pulse, choosing to pull or push nearby metal objects. Objects made of gold or silver are unaffected by the elementalâs Pulse.
Pull. Each creature that is wearing metal armor or holding a metal weapon within 5 feet of the magnetic elemental must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the magnetic elemental. A creature that is made of metal or is wearing metal armor and that fails the saving throw is stuck to the elemental and grappled (escape DC 15). If the item is a weapon and the wielder canât or wonât let go of the weapon, the wielder is stuck to the elemental and grappled (escape DC 15). A stuck object canât be used. Grappled and stuck creatures and objects move with the elemental when it moves. A creature can take its action to remove one creature or object from the elemental by succeeding on a DC 15 Strength check. The magnetic elementalâs Armor Class increases by 1 for each creature grappled in this way.
Push. Each creature that is wearing metal armor or holding a metal weapon within 10 feet of the elemental must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) force damage and is pushed up to 10 feet away from the elemental. On a success, a target takes half the damage and isnât pushed. A creature grappled by the elemental has disadvantage on this saving throw.
sizeLarge
typeElemental
group
alignmentneutral
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks
damage_immunitieslightning, poison
condition_immunitiesexhaustion, paralyzed, petrified, poisoned, prone, unconscious
cr6
reactions
legendary_desc
legendary_actions
special_abilitiesname: Controlled Polarity,desc: The magnetic elemental has advantage on attack rolls against a creature if the creature is wearing metal armor. A creature attacking the magnetic elemental with a metal weapon while within 10 feet of it has disadvantage on the attack roll.,name: Magnetism,desc: When the magnetic elemental moves, Medium and smaller metal objects that arenât being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elementalâs space, the item sticks to the elemental. A successful DC 15 Strength check removes a stuck item from the elemental. Objects made of gold and silver are unaffected by this trait.
spell_list
page_no133
document__license_urlhttp://open5e.com/legal
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. 133