Smoke Elemental

Large Elemental, Neutral
DDB

Smoke elementals are native to the Para-elemental Plane of Ash, where the Plane of Air and Plane of Fire collide. The ash that makes up a smoke elemental ranges from faint motes to fiery zephyrs. Its component mixture can cause breathing problems when inhaled, and it causes burning in the eyes when it attacks. Ironically, a strong wind can damage a smoke elemental, diluting its ashy substance.
Smoke elementals rarely travel to other planes, unless they are summoned by magic or travel through a portal. They might appear, however, in places where someone from a mortal world opens a portal to the Elemental Plane of Fire to immolate, to power a forge, or to drive arcane machinery. Those fighting large conflagrations all too often find themselves contending with confused and hostile smoke elementals that get pulled into their world.

Smoke Elemental Compositions

1d6The Smoke Elemental's Body Features...
1Aromas of fresh meat.
2Fiery motes of flaming ash.
3Fireflies.
4Flares of various colors.
5Swirling patches of white and black smoke.
6Wispy spirits of those it's killed.

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 15

Initiative +5 (15)

HP 78 (12d10 + 12)

Speed 20 ft., Fly 90 ft. (hover)

STR

12 (+1)

Save +1

DEX

20 (+5)

Save +5

CON

12 (+1)

Save +1

INT

8 (-1)

Save -1

WIS

10 (+0)

Save +0

CHA

6 (-2)

Save -2

Resistances Bludgeoning, Piercing, Slashing

Immunities Fire, Poison

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

Senses Darkvision 60 ft., Passive Perception 10

Languages Primordial (Auran, Ignan)

CR 6

Traits

Aversion to Wind. If the elemental starts its turn within a strong wind (such as one created by the Gust of Wind spell), it makes a DC 10 Constitution saving throw. On a failed save, the elemental has the Incapacitated condition until the end of its turn.

Smoke Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Multiattack. The elemental makes two Smoky Tendril attacks.

Smoky Tendril. Melee Attack Roll: +8, reach 15 ft. Hit: 8 (1d6 + 5) Bludgeoning damage plus 2 (1d4) Fire damage, and the target has the Blinded condition until the end of its next turn.

Bonus Actions

Asphyxiate (Recharge 4-6). Constitution Saving Throw: DC 12, one creature in the elemental's space. Failure: 14 (4d6) Fire damage, and the target gains 1 Exhaustion level. All Exhaustion levels gained from this Bonus Action are removed after 1 minute.