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Magma Elementals

Magma Elementals
Magma Elemental
Large Elemental, Neutral
Reveal Stat Block
Speed
30 ft., swim 30 ft. (in magma)
armor class
14
hit points
102
challenge
5
str
18
+4
dex
10
+0
con
18
+4
int
5
-3
wis
10
+0
cha
7
-2

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Vulnerabilities Cold

Damage Immunities Fire, Poison

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

Senses Darkvision 60 ft., Passive Perception 10

Languages Ignan

Traits

Fire Aura.At the start of each of the elemental's turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.
Magma 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: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Magma Glob.Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 11 (2d6 + 4) fire damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or be restrained by cooling rock until the end of its next turn.

Magma Elementals

Type: Elemental Threat Level: Moderate to High (Often encountered in groups)

Magma Elementals are raw, sentient manifestations of the volcanic fury found within Mount Ignis and other geologically active regions. They appear as hulking, roughly humanoid shapes composed of slow-moving, glowing lava and cooled rock. They are intensely hot to the touch and leave a trail of scorched earth wherever they walk. They are often found in the company of Fire Giants or summoned by powerful pyromancers of the Obsidian Scale to act as frontline shock troops and living siege engines.

These elementals are relatively simple-minded but incredibly durable. They can merge with existing pools of lava to regenerate their health and can launch globs of molten stone at distant enemies. Their presence causes the air around them to become thin and toxic, dealing fire damage to any creature that stays too close for too long. They are highly resistant to fire and physical attacks but are extremely vulnerable to cold-based magic, which can cause their lava to harden and crack, significantly reducing their mobility and defenses.

Plot Hooks:

  • The Forge Incursion: A group of Magma Elementals has been "accidentally" summoned in a Steamfort smelting pit, causing chaos and threatening to melt the city's primary boilers. The party must find a way to cool them down and banish them.
  • The Elemental Heart: A master blacksmith in Dal-Dur hires the party to retrieve the "Eternal Flame" core from a defeated Magma Elemental to power a legendary forge.
  • The Lava-Walkers: The party must cross a river of lava to reach a hidden giant war-camp. They are attacked by a group of elementals that are perfectly camouflaged within the molten flow.