Smoke Elemental
Large Elemental, NeutralSmoke 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
| 1d6 | The Smoke Elemental's Body Features... |
|---|---|
| 1 | Aromas of fresh meat. |
| 2 | Fiery motes of flaming ash. |
| 3 | Fireflies. |
| 4 | Flares of various colors. |
| 5 | Swirling patches of white and black smoke. |
| 6 | Wispy 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.