Magma Elemental
Large Elemental, NeutralMagma 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
| 1d6 | The Magma Elemental's Body Contains... |
|---|---|
| 1 | Coarse shards of basalt. |
| 2 | Flecks of sparkling quartz. |
| 3 | Floating carapaces of unknown origin. |
| 4 | Glossy chunks of obsidian. |
| 5 | Pale white lumps of pumice. |
| 6 | Tiny 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.