Bestiary · Elemental

PR 8

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.

Magma Elemental, drawn at Large scale
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
Condition immunities
exhausted , paralyzed , petrified , poisoned , prone
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.