Magma Elemental
A magma elemental is a fire elemental that has taken rock into its body. Its crust is cooled basalt, cracked across the chest and shoulders where the heat underneath keeps breaking through. It moves slowly for an elemental and burns whatever it touches. One forms when a fire elemental is bound in a lava tube and left there long enough.
- Physiology
- Elemental
- Size
- Large
- Speed
- 30 ft., burrow 30 ft.
- Armor class
- 18 (basalt crust)
- Hit points
- 136 (13d10 + 65)
- Proficiency
- +3
- STR 21 +5 save +8
- DEX 10 +0 save +0
- CON 20 +5 save +8
- INT 7 -2 save -2
- WIS 12 +1 save +1
- CHA 10 +0 save +0
- Skills
- Athletics +8
- Passive Perception
- 11
- Senses
- darkvision 60 ft., tremorsense 60 ft.
- Languages
- Primordial
- Damage resistances
- bludgeoning, piercing, slashing
- Damage immunities
- fire, poison
- Found in
- Subterranean , Plane of Ignis , Volcanic Field , Magmatic
Traits
-
Elemental Body
It needs no food, drink, air or sleep, and it can move through a space as narrow as 1 foot wide without squeezing.
-
Molten Core
A creature that ends its turn within 10 feet of it takes 10 fire damage. A creature that touches it or hits it with a melee attack from within 5 feet takes 10 fire damage.
-
Cooling
When it takes cold damage, its speed is reduced by 10 feet and it deals no damage from Molten Core until the end of its next turn.
Actions
-
Multiattack
It makes two slam attacks.
-
Slam
+8 to hit · reach 10 ft.
2d10 + 5 fire damage
A slam from a fist of cooled rock, still hot.
-
Magma Spray
DC 16 Dexterity save
It splits the crust and throws molten rock across a 30-foot cone. Every creature in the cone makes a Dexterity saving throw, taking 6d6 fire damage on a failure and half as much on a success. A creature that fails takes a further 2d6 fire damage at the start of its next turn. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.
-
Sink Bonus action
It burrows up to its speed through stone or earth. It leaves a trail of cooling rock that is difficult terrain.