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.


STR

18 (+4)

DEX

12 (+1)

CON

18 (+4)

INT

6 (-2)

WIS

10 (+0)

CHR

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 elemental’s 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 can’t or won’t let go of the weapon, the wielder is stuck to the elemental and grappled (escape DC 15). A stuck object can’t 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 elemental’s 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 isn’t 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 aren’t being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elemental’s 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/

Find the complete stats on: Open5e

Tome of Beasts 2, page no. 133
Other formats: JSON

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