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Gnomes2169
2015-08-18, 08:04 AM
Apocalypse Elementals

Armageddon. The Rapture. The Culling. Every race and every religion has a name for The End, or at least, the method with which it will be delivered. But only one reality held the end of all ends, and is home to every apocalyptic tale. And on the void, this swirling potential is actually powerful and present enough to manifest itself in elemental form.

While apocalypse elementals aren't the absence and desolation of oblivion itself, they represent the violent, chaotic spirit that comes before that end. Merciless, unbiased and destructive, apocalypse elementals are often mistaken as evil. However, while oddly intelligent for elementals, there is no true malice behind the motivations of these doom-bringers. They kill and destroy simply because that is what they are.

While apocalypse elementals are able to communicate with each other and seem to understand all languages, they do not appear to have any discernible language of their own. This makes it almost impossible to reason with or command them, as there is no way to tell if the elemental is willing to obey until they do so of their own accord.

The thing to remember about these elementals is the rule of four. Barring incredibly rare circumstances or destruction they travel in packs of four at all times, and are almost always within the same area even if they are not all visible. As such, it is recommended that one remain wary if they encounter and destroy an apocalypse elemental by itself. Chances are, it was not alone.

The smallest form these elementals can take, an apocalypse mephit has molten cracks running through its black, smoke like body. Like all other mephits, they are vile, evil things, and they enjoy causing exquisite anguish to their prey.

Apocalypse mephit
Small elemental, neutral evil

Armor class: 14
HP: 90 (12d6+36)
Speed: 30 ft., fly 50 ft.

StrDexConIntWisCha
9 (-1)18 (+4)16 (+3)12 (+1)16 (+3)14 (+2)

Skills: Perception +6, stealth +7
Damage immunities: Fire, force, poison
Condition immunities: Poisoned
Senses: Darkvision 60 ft., passive perception 16
Languages: None
Challenge: 5 (1,800)

Death burst When the mephit is reduced to 0 hit points, its body detonates in a cloud of destructive energies. Enemies within 10 feet of the mephit must make a DC 14 dexterity saving throw. On a failed save, they are dealt 3 (1d6) fire, 3 (1d6) force and 3 (1d6) lightning damage, or half as much damage on a successful save.

Innate spellcasting The mephit can cast the following spells innately. These spells are cast using the mephit's charisma bonus (Save DC 13, attack bonus +5)
-At will: Magic missile (level 3), scorching ray (level 3)
-1/ day each: Fireball, lightning bolt

Actions

Multi-attack The mephit makes 3 attacks with its claws.

Claws: Melee weapon attack +7 attack, 5 ft. reach. On hit: The target is dealt 6 (1d4+4) slashing damage and the mephit's choice of 10 (3d6) fire, force or lightning damage.

Eradicating breath (recharge 5/6) The mephit releases a cone of breath that ravages their foes. Creatures in a 25 foot cone must make a DC 14 dexterity saving throw. On a failed saving throw, a creature is dealt 7 (2d6) fire, 7 (2d6) force and 7 (2d6) lightning damage, or half as much on a successful save.

The second form an apocalypse elemental can take, a group of four apocalyptic weird is often summoned purposefully to protect elemental confluxes or the belongings of primordial beings. However, they can also appear of their own accord, typically in areas of pure entropy or raw chaos.

While most apocalypse weirds are neutral, like most elementals, the circumstances of their summoning can influence what alignment they manifest as. If radiant or good energies had an overwhelming presence, they will be evil aligned, while conversely if necrotic and evil energies are involved, they will be good aligned instead. In a similar manner, an apocalypse weird summoned to a place of entropy will be chaotic, while in a chaotic place they will be lawful. Most researchers attribute this consistent contradiction to an apocalypse elemental's purpose of bringing about an end to something, and they will latch onto the most powerful forces to oppose. Once the area they inhabit becomes less extreme, so too will the weird.

Their body is a twisting pillar of smoke, crackling purple energy and a an almost human-like transparent head and set of limbs hovering within.

Apocalypse weird
Large elemental, neutral

Armor class: 17 (natural armor)
HP: 178 (21d10+63)
Speed: 25 ft., fly 70 ft.

StrDexConIntWisCha
19 (+4)19 (+4)16 (+3)12 (+1)16 (+3)14 (+2)

Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, force, poison
Condition immunities: Exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Blindsight 30 ft., darkvision 60 ft., passive perception 13
Languages: None
Challenge: 13 (10,000)

Death burst When the weird is reduced to 0 hit points, it detonates in a cloud of destructive energies. Creatures within 10 feet of the weird must make a DC 16 dexterity saving throw. On a failed save, the creature is dealt 10 (3d6) fire, 10 (3d6) force and 10 (3d6) lightning damage, or half as much damage on a successful on.

Invisible in Magic While inside the area of a magical effect or spell, or adjacent to a conflux of elemental energy, the weird is invisible.

Innate spellcasting The weird may cast the following spells innately. It uses charisma as its casting ability (Save DC 15, attack bonus +7).
-At will: Phantasmal force
-3/ day: Fire ball, lightning bolt
-1/ day: Wall of fire

Actions

Multi-attack The weird makes 2 attacks with its surge, or one attack with its surge and uses its pulse.

Surge Melee weapon attack, 30 ft reach, +9 attack bonus. On hit: The target is dealt 11 (2d6+4) bludgeoning, 7 (2d6) fire, 7 (2d6) force and 7 (2d6) lightning damage. Additionally, when the attack resolves the weird is moved to the nearest adjacent space to the target.

Pulse (recharge 5/6) Tearing a momentary hole in reality, the weird unleashes a pulse of destructive energy. Creatures within 30 feet of the weird must make a DC 17 dexterity saving throw. On a failed saving throw, a creature is dealt 10 (3d6) fire, 10 (3d6) force and 10 (3d6) lightning damage, or half as much damage on a success.

The pure elemental form is by far the most powerful... And oddly looks the least like your standard elemental. They take on one of four different shapes, each of which have their own capabilities and represent a major doomsday scenario.

The first form would almost seem to be benign, harmless even, if it weren't for the lines and cracks in its desiccated, silver body that leaked endless smoke and crackling energy. This form looks to be a simple farmer, but one long dead and wasted into nothing but skin and bone. Meant to represent famine and starvation, it can drain the essence and energy from those it touches in those cold, hard hands. In battle, this elemental bears a scythe that reflects all light to touch its silver blade as a sickly, pale white and purple glow.

The second is a hooded cowl that bears a dagger from which purple and green smoke rises. Within this hood, thousands of beetles that appear to be made of smoke and flame writhe, all held together by lances of constantly crackling and shifting electricity. Representing disease and pestilence, this form is able to sicken and cripple a creature with just the lightest of touches from their toxic blade.

The third is a suit of silver plate armor, smoke billowing from the cracks in its plates and fire swirling around its gauntlets and greaves. With no eyes in the helm and a greataxe in one hand, this form is the embodiment of war, the cold, faceless horror. A testament to the destruction that can be wrought at the hands of sentient beings. Of all the apocalypse elementals, the warrior is the most built for the battlefield itself, and is the hardest aspect to kill.

The fourth and final aspect is the embodiment of all the others. Made of nothing more than smoke, with a crown of flames and crackling eyes of energy, this specter is the embodiment of death itself. On one hand its fingers are emblazoned with silver, razor-like claws that drink the blood it spills, each claw as long as a man's forearm and sharper than the tooth of any beast. Attacking this creature invites the chilling realization that even killing it will only delay the inevitability of death, and the elemental can twist this primal fear whenever a creature causes it harm, turning even the most basic and triumphant of blows into an absolute nightmare.

Apocalypse elemental
Large elemental, neutral

Armor class: 18 (natural armor)
HP: 234 (24d10+100)
Speed: 50 ft., fly 80 ft.

StrDexConIntWisCha
23 (+6)24 (+7)19 (+4)14 (+2)20 (+5)16 (+3)

Saving throws Con +13, Cha +9
Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, force, poison, psychic
Condition immunities: Blinded, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Truesight 30 ft., blindsight 60 ft, darkvision 120 ft., passive perception 15
Languages: None
Challenge: 17 (10,000)

Agony aura Creatures of the elemental's choice who start their turn within 30 feet of the elemental must make a DC 17 charisma saving throw. On a failed save, the creature will have disadvantage on its next attack roll or ability check.

Death burst When the elemental is reduced to 0 hit points, its body explodes in a cloud of destructive energy. Creatures within 20 feet of the elemental must make a DC 18 dexterity saving throw. On a failed save a creature is dealt 14 (4d6) fire, 14 (4d6) force and 14 (4d6) lightning damage, or half as much on a successful save.

Innate spellcasting: The elemental can cast the following spells innately. Its spellcasting stat is charisma (DC 17, +9 spell attack bonus).
-At will: Fireball (level 4), lightning bolt (level 4), vitriolic sphere
-3/ day each: Fire shield, wall of fire
-1/ day each: Disintegrate, incendiary cloud

Volatile weapons The elemental's weapons are treated as magical for overcoming damage resistance. They are destroyed when the elemental is reduced to 0 hit points.

Actions

Multi-attack The elemental makes 2 attacks with its Quelling blade and 1 attack with its touch.

Quelling blade Melee weapon attack, +13 attack, 15 ft reach. On hit: The target is dealt 20 (2d12+7) slashing and 17 (5d6) fire, force or lightning damage, the elemental's choice.

Touch Melee weapon attack, +13 attack, 10 ft reach. On hit: The target is dealt 35 (10d6) fire, lightning or force damage, the elemental's choice.

Reactions

Depending on which of the four forms the elemental takes when it is created, it may use one of the following reactions.
Desiccated farmer: Whenever the elemental damages a creature with its touch attack, it may force them to make a DC 18 constitution saving throw. On a failed save, the creature suffers one level of exhaustion.
Cowled swarm: Whenever the elemental's quelling blade damages a creature, it may use its reaction to force the target to make a DC 18 Constitution saving throw, or become infected by and suffer all the first-stage symptoms of any one disease (chosen from the spell contagion or the DMG). The disease acts as normal after this initial onset.
Specter: Whenever the elemental is dealt damage by a creature within 60 feet of it, it may force that creature to make a DC 20 wisdom saving throw as a reaction. On a failed save, the creature becomes frightened of the specter for one minute and must spend its actions each round running from it as far as they can. A creature that cannot run takes the dodge action instead. At the end of its turn, the creature may make a new saving throw, ending the effect on a success.
Warrior: When the elemental would be damaged by an attack, or fails a saving throw, it may use its reaction to add +6 to its armor class against the attack (potentially causing the attack to miss), or +6 to the results of the saving throw (potentially causing it to succeed instead).

Gnomes2169
2015-08-18, 08:05 AM
Chrono elementals
Elementals that embody time itself, chrono elementals are employed and formed by the time dragons to help the great serpents enforce the laws of continuity on the multiverse.

It is rare to see one not under a time dragon's control, as they typically lay down their lives before their master even comes to harm, and the dragons do their best to ensure that any renegades that show up are destroyed. As such, research into the creation of these elementals is typically kept secret, lest the researcher draw the wrath of the lords of time upon themselves.

These mephits are made of slender, almost fluid golden metal. Their eyes are made of sapphire, and their bodies are almost perfectly streamlined. Looking and acting more like robots than the living creatures they pretend to be, these mephits are usually bound to a watchman post at all entrances within their master's lair, and are meant to harass and delay intruders more than they are meant to combat them. Their death bursts mentally alert all other elementals and the inhabiting dragon of intruders powerful enough to kick in the front door.

Chrono mephit
Small elemental, neutral evil

Armor class: 15
HP: 110 (13d6+52)
Speed: 30 ft., fly 50 ft.

StrDexConIntWisCha
10 (+0)16 (+3)18 (+4)13 (+1)14 (+2)16 (+3)

Skills: Perception +5, stealth +6
Damage immunities: Force, poison, psychic
Condition immunities: Poisoned
Senses: Darkvision 60 ft., passive perception 15
Languages: None
Challenge: 5 (1,800)

Death burst When the mephit is slain, it bursts in a scream of psychic energy. Creatures within 10 feet of the mephit must make a DC 15 intelligence save. On a failed save a creature is dealt 14 (4d6) psychic damage.

Innate spellcasting The mephit can cast the following spells innately. These spells are cast using the mephit's charisma bonus (Save DC 14, spell attack bonus +6)
-At will: Blur, expeditious retreat
-1/ day each: Slow, haste

Actions

Multi-attack The mephit makes 3 attacks with its claws.

Claws Melee weapon attack; +6 attack, 5 ft. reach. On hit: The target is dealt 5 (1d4+3) slashing damage and 7 (2d6) force damage.

Slowing breath (recharge 5/6) The mephit releases a cone of breath that slows their foes. Creatures within a 25 foot cone must make a DC 15 wisdom saving throw. On a failed saving throw a creature is dealt 7 (2d6) force damage, cannot take reactions, has its movement speed slowed by 10 feet and has its armor class reduced by 1 for one minute.

The weird is the next set of guardians. While there is not much that would think to challenge a fully grown time dragon, these tireless watchers still serve as sentries for the private chambers of their masters.

Chrono weirds look to be almost bushes of crackling, golden energy. Built more for function than aesthetic pleasure, the form of this being is easily able to mold and shift into what it needs, from the creation of hands to perform fine manipulation of objects, to writing out magic runes and other massages on its body. It can also discharge a portion of its being in a field around it, creating a damaging cloud with the consistency of mucus.

The weird isn't meant to fight so much as it is to delay and obstruct, holding enemies at bay so that its master may flee. While still powerful in their own rights, the weirds do not often use their spells or other abilities on themselves, preferring instead to reinforce their masters or allies before focusing on the foe at hand. If all else fails, they will attempt to temporarily freeze a foe in time, holding the monster at bay and buying the dragon as much time as possible to escape.

Chrono weird
Large elemental, neutral

Armor class: 17
HP: 168 (16d10+80)
Speed: 60 ft.

StrDexConIntWisCha
19 (+4)12 (+1)20 (+5)14 (+2)16 (+3)18 (+4)

Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Force, poison, psychic
Condition immunities: Exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Blindsight 30 ft., darkvision 60 ft., passive perception x
Languages: None
Challenge: 13 (10,000)

Action surge (1/ short or long rest) The weird may warp time to give themselves an extra action on one turn.

Drift The weird ignores difficult terrain, and may float over any gap without falling as long as it ends its movement over land.

Innate spellcasting The weird may cast the following spells innately. It uses charisma as its casting ability (Save DC 17, attack bonus +9).
-At will: Blur, expeditious retreat, mirror image
-3/day each: Haste, slow
-1/day: Hold monster

Actions

Multi-attack The weird makes 2 slam attacks, or a slam attack and then uses diffusion.

Slam Melee weapon attack, +9 attack, 10 ft reach. On hit: The target is dealt 13 (2d8+4) bludgeoning damage and 3 (1d6) force damage.

Diffusion (recharge 5/6) The weird releases the limits on its body temporarily, engulfing each creature nearby in destructive temporal force. Until the start of the weird's next turn, all creatures who start their turn or move through a space within 20 feet of the weird must make a DC 18 constitution saving throw. Creatures who fail the saving throw are dealt 18 (4d8) force damage, or half as much damage on a save. Creatures without temporal protection treat this area as difficult terrain.

Among the most powerful of the time dragons' servants, the chrono elemental is, by and far, the most powerful form these creatures can take. Deployed as guardians for ancient time dragons only rarely, the main function of these elementals is to hunt, detain and execute high-priority targets. And they are given the tools to do so.

Given special permission to temporarily suspend the laws of time by their design, the chrono elemental is capable of manipulating both time and space, and their body is never fully present in either. Their touch can age and sicken a creature, and they can easily shift out of the way of an enemy's strike.

A chrono elemental appears to be made of living, ever flowing gold, bound into a fluid humanoid shape. Glowing blue runes hover and spin just above their "skin," binding the elemental's form to a finite space. Finally, though bound and held within reality, the elemental flickers and its body seem to blur when it moves, leaving after images behind it, and sometimes images in front of it as it bends time to move.

Chrono elemental
Large elemental, neutral

Armor class: 18
HP: 310 (23d10+184)
Speed: 60 ft.

StrDexConIntWisCha
26 (+8)10 (+0)26 (+8)16 (+3)20 (+5)22 (+6)

Saving throws Con +14, Cha +12
Damage resistances: Fire; Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Force, poison, psychic
Condition immunities: Blinded, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Truesight 30 ft., blindsight 60 ft, darkvision 120 ft., passive perception x
Languages: None
Challenge: 17 (10,000)

Action surge (1/ short or long rest) The elemental may warp time to give themselves an extra action on one turn.

Drift The elemental ignores difficult terrain, and may float over any gap without falling as long as it ends its movement over land.

Innate spellcasting The elemental may cast the following spells innately. It uses charisma as its casting ability (Save DC 20, attack bonus +12).
-At will: Blur, haste, mirror image, slow
-3/day each: Banish, hold monster
-1/day: Scrying, plane shift

Temporal shift Once per round, when the elemental damages a creature with its touch attack, the elemental may force the creature to make a DC 20 constitution saving throw. On a failed save, the creature is aged by 1d4 years, and suffers disadvantage on all of its attack rolls and skill checks for the same number of rounds. This ability may only effect a creature once every 24 hours.

Actions

Multi-attack The elemental makes 2 slam attacks and one touch attack.

Slam: Melee weapon attack, +14 attack, 10 ft. reach. On hit: The target is dealt 17 (2d8+8) bludgeoning and 14 (4d6) force damage.

Touch: Melee spell attack, +12 attack, 15 ft reach. On hit: The target is dealt 14 (4d6) force damage.

Reactions

Disperse: The elemental temporarily makes its body less than solid, occupying a different space in time and allowing it to avoid one attack that would normally damage it. The attack changes from a hit to a miss, and this can cause a critical hit to miss the elemental.

Gnomes2169
2015-08-18, 08:10 AM
Illusory elementals



Illusory mephit
Small elemental, neutral evil

Armor class: 13
HP: 24 (9d6-9)
Speed: 30 ft., fly 50 ft.

StrDexConIntWisCha
5 (-1)16 (+3)9 (-1)16 (+3)16 (+3)16 (+3)

Skills: Arcana +5, perception +5, stealth +5
Damage vulnerabilities: Bludgeoning, slashing, piercing
Damage immunities: Fire, lightning, psychic
Condition immunities: Poisoned
Senses: Darkvision 60 ft., passive perception 15
Languages: Auran, common, ignan, primordial
Challenge: 1/2 (100)

Death burst: When the mephit is reduced to 0 hp it unravles in a pool of chaotic, dazzling lights. Enemies within 10 feet of the destroyed mephit must make a DC 11 Dexterity saving throw. On a failed save, a creature will suffer disadvantage on all of its attacks until the end of their next turn.

Innate spellcasting: The mephit can cast the following spells innately. These spells are cast using the mephit's intelligence bonus (Save DC 13, attack bonus +5)
-At will: Dancing lights, minor illusion
-1/ day each: Illusory script, silent image

Actions

Claws Melee weapon attack; +5 attack, 5 ft. reach. On hit: The target is dealt 5 (1d4+3) slashing damage

Prismatic breath (recharge 6) The mephit releases a multi-colored breath that dazzles and overwhelms the senses of their foes. Creatures within a 15 foot cone must make a DC 11 dexterity saving throw or be blinded for one minute. Affected creatures may make a DC 11 constitution saving throw at the end of their turn, ending the condition on a success.



Illusory weird
Large elemental, neutral

Armor class: 14
HP: 66 (12d10)
Speed: 25 ft., fly 70 ft.

StrDexConIntWisCha
8 (-1)19 (+4)11 (+0)18 (+4)16 (+3)16 (+3)

Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, lightning, poison, psychic
Condition immunities: Exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Blindsight 30 ft., darkvision 60 ft., passive perception 13
Languages: Understands auran, ignan and primordial, but cannot speak
Challenge: 3 (700)

Invisible in Magic While inside the area of a magical effect or spell, or adjacent to a conflux of elemental energy, the weird is invisible.

Innate spellcasting: The weird may cast the following spells innately. It uses intelligence as its casting ability (Save DC 14, attack bonus +6).
-At will: Dancing lights, silent image
-3/ day: Color spray (level 2), disguise self
-1/ day: Invisibility

Actions

Surge Melee spell attack, +6 attack, 10 ft. reach. On hit: The target is dealt 11 (2d6+4) psychic damage

Reactions

Illusory self The weird creates an almost identical copy of itself as an illusion as a reaction to an attack. This illusion interposes itself in between an attack, intercepting it and then disappearing, causing the attack to miss. The weird must complete a long rest before it can use this feature again.



Illusory elemental
Large elemental, neutral

Armor class: 15
HP: 120 (16d10+32)
Speed: 50 ft.

StrDexConIntWisCha
10 (+0)20 (+5)14 (+2)20 (+5)18 (+4)16 (+3)

Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, lightning, poison, psychic
Condition immunities: Blinded, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Truesight 30 ft., blindsight 60 ft, darkvision 120 ft., passive perception 15
Languages: Auran, common, ignan, primordial
Challenge: 5 (1,800)

Illusory reality When the elemental casts an illusion spell, it may choose to make one object that is part of it real. As a bonus action, the elemental causes one part of the illusion to become solid for up to one minute, treating it as if it were a real object for the duration. The section chosen must be an object and non-magical in nature.

Innate spellcasting The elemental can cast the following spells innately. Its spellcasting stat is intelligence (DC 16, +8 spell attack bonus).
-At will: Disguise self, faerie fire, silent image
-3/day: Major image, phantasmal force
-1/day: Hallucinatory terrain

Actions

Multi-attack The elemental makes 2 attacks with its claws, or makes 1 attack with its claws and casts a spell.

Claw Melee weapon attack, +8 attack, 10 ft reach. On hit: The target is dealt 12 (2d6+5) slashing damage.

Reactions

Illusory self The elemental creates an almost identical copy of itself as an illusion as a reaction to an attack. This illusion interposes itself in between an attack, intercepting it and then disappearing, causing the attack to miss.

Gnomes2169
2015-08-18, 08:12 AM
(spot reserved for primordial elementals)

Gnomes2169
2015-08-18, 08:14 AM
(Spot reserved for void elementals)

Gnomes2169
2015-08-25, 07:39 AM
Apocalypse elementals = done, and chrono elementals have their numbers down. Woop woop.

khadgar567
2015-08-25, 08:14 AM
Apocalypse elementals = done, and chrono elementals have their numbers down. Woop woop.
is there any chance we might get some way to capture these guys in gems for spell casting power

Gnomes2169
2015-08-25, 08:11 PM
is there any chance we might get some way to capture these guys in gems for spell casting power

There isn't a way to do this with anything as of yet in 5e... But that shouldn't stop someone better at homebrewing new mechanics than me from trying! Do note, however, that such an attempt to bind one of these elementals likely constitutes a charisma saving throw, and so it might not be likely to work against the most powerful ones.

Gnomes2169
2015-09-05, 08:07 PM
Poking this up to make it easier to edit...

mythmonster2
2015-09-06, 12:22 AM
Unfortunately, I'm no good at judging the balance of creatures, but I did note that the Specter Apocalypse Elemental has no duration on its frighten ability. Presumably you didn't mean to make the creature afraid of the Elemental forever.

Gnomes2169
2015-09-06, 04:52 AM
Good catch there, definitely meant to add the 1 minute duration and save ends clauses.