Magma Elemental

Large Elemental, Neutral
DDB

Magma elementals are native to the Para-elemental Plane of Magma, where the Plane of Earth and Plane of Fire collide. The inner inferno that sustains magma elementals constantly spews forth more material. This allows the creatures to use pieces of themselves as weaponry, hurling roiling globs of magma at individual targets or throwing a large mass of lava that explodes to damage groups of foes.
In mortal worlds, magma elementals are found in areas where strong volcanic activity is present. Eyewitnesses from inhabited areas destroyed by lava flows often sometimes report molten creatures at the vanguard of the lava, smashing and burning everything long before the lava arrives.

Magma Elemental Compositions

1d6The Magma Elemental's Body Contains...
1Coarse shards of basalt.
2Flecks of sparkling quartz.
3Floating carapaces of unknown origin.
4Glossy chunks of obsidian.
5Pale white lumps of pumice.
6Tiny bits of diamond.

Between the Elemental Planes of Air, Earth, Fire, and Water, which exemplify the elements that make up the multiverse, lie the Para-elemental Planes: regions where Elemental Planes collide and their elements mingle. These Para-elemental Planes are the Plane of Ash, the Plane of Ice, the Plane of Magma, and the Plane of Ooze. These planes are home to the para-elementals: ice elementals, magma elementals, mud elementals, and smoke elementals.

AC 13

Initiative +2 (12)

HP 102 (12d10 + 36)

Speed 30 ft., Burrow 30 ft.

STR

18 (+4)

Save +4

DEX

14 (+2)

Save +2

CON

16 (+3)

Save +3

INT

8 (-1)

Save -1

WIS

10 (+0)

Save +0

CHA

8 (-1)

Save -1

Resistances Bludgeoning, Cold, Piercing, Slashing

Immunities Fire, Poison

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

Senses Darkvision 60 ft., Passive Perception 10

Languages Primordial (Ignan, Terran)

CR 6

Traits

Aversion to Cold. If the elemental takes Cold damage, its movement is reduced by 10 feet until the end of its next turn, and its Heat Aura trait doesn't function on its next turn.

Earth Passage. The elemental can burrow through nonmagical, unworked earth and stone and leaves a 5-foot-diameter tunnel in its wake.

Heat Aura. At the end of each of the elemental's turns, each creature in a 5-foot Emanation originating from the elemental takes 7 (2d6) Fire damage.

Actions

Multiattack. The elemental makes two Burning Slam attacks.

Burning Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 12 (2d6 + 5) Bludgeoning damage plus 7 (2d6) Fire damage.

Roiling Lava (Recharge 4-6). Dexterity Saving Throw: DC 14, each creature in a 20-foot-radius Sphere centered on a point the elemental can see within 120 feet. Failure: 18 (4d8) Fire damage. Success: Half damage.