#thirdtofifth elemental
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thirdtofifth · 2 years ago
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Mournwhelk Large elemental, chaotic neutral Armor Class 18 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft. Damage Resistances psychic Condition Immunities exhaustion, frightened Senses darkvision 60 ft. passive Perception 12 Languages understands Common and Sylvan but can't speak Challenge 6 (2300 XP) Absorb Fear. Whenever a creature that is frightened starts its turn within 60 feet of the mournwhelk, the frightened condition ends for that creature. Drink Sorrows. Whenever a creature takes psychic damage while within 60 feet of the mournwhelk, the mournwhelk regains hit points equal to half the psychic damage dealt, rounded down. Sure-Footed. The mournwhelk has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The mournwhelk uses its Wail of Sorrow if it is able to. It then makes three bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 9 (2d8) psychic damage. Wail Of Sorrow (Recharge 6). Each creature within 60 feet of the mournwhelk that has an Intelligence score of 5 or higher must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1 minute. An incapacitated creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Constructs and undead are immune to this effect.
These creatures wander the idyllic lands of Lorwyn, the few sorrows of that paradise held within its body, corrupting it so that they do not corrupt the land.
Another monster from a Magic: The Gathering card, in this case Mournwhelk from the Lorwyn set.
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thirdtofifth · 2 years ago
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Ember Guard Huge elemental, lawful evil Armor Class 20 (natural armor) Hit Points 188 (13d12 + 104) Speed 30 ft. Str 25, Dex 15, Con 26, Int 3, Wis 18, Cha 9 Damage Immunities fire, poison Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities cold Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft. passive Perception 14 Languages Infernal, Ignan Challenge 13 (10000 XP) Aura Of Fire Bleeding. At the start of each of the ember guard's turns, if it has fewer hit points than half its hit point maximum, each creature within 30 feet of it takes 3 (1d6) fire damage. Death Throes. When the ember guard dies, it explodes, and each creature within 60 feet of it must make a DC 21 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. Magic Resistance. The ember guard has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ember guard can use its Fire Breath. It then makes two slam attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage plus 7 (2d6) fire damage. Fire Breath (Recharge 6). The ember guard breathes fire in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a success. A creature that fails its save also has its speed halved and has disadvantage on attack rolls and ability checks until the end of its next turn.
These cruel creatures are gifts from Imix, the fire Prince of Elemental Evil. They often serve efreets and other fire-associated evil creatures. They are slow and dim-witted, and in combat they mostly breathe fire on their foes to hamper them before wading in with their rocky flaming fists. They are thoroughly loyal to whoever Imix created them to serve, raised from a lake of fire by the evil Prince himself, serving as bodyguards or soldiers in elemental armies. Sometimes, efreet or salamanders hire out these creatures as mercenaries, and some spellcasters on the material plane have learned to bind these as well, sometimes reclaiming ember guards whose original masters had died long ago.
Originally from the Monster Manual V.
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thirdtofifth · 2 years ago
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Magmaw Large elemental, chaotic neutral Armor Class 15 (natural armor) Hit Points 153 (18d10 + 54) Speed 35 ft. Str 19, Dex 12, Con 16, Int 6, Wis 12, Cha 13 Damage Resistances fire Senses darkvision 60 ft. passive Perception 11 Languages Ignan Challenge 8 (3900 XP) Sure-Footed. The magmaw has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Fuel For The Fire. Whenever a creature dies from fire damage in the magmaw's maw, its Spew Magma ability recharges. Actions Multiattack. The magmaw uses Fill Maw. It then makes three claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage and the target is grappled (escape DC 15). Ersatz Charge. The magmaw moves up to its speed. While moving this way, it can move through the spaces of Medium or smaller creatures. When it enters a creature's space for the first time in a turn, that creature must succeed on a DC 15 Strength or Dexterity saving throw, or take 7 (1d6+4) bludgeoning damage and be knocked prone. Fill Maw. Each creature grappled by the magmaw must succeed on a DC 15 Strength saving throw or take 24 (7d6) fire damage, and be forced into the creature's burning maw. A creature in the magmaw's maw is restrained, has cover from attacks and other effects from outside the magmaw, and it takes 24 (7d6) fire damage at the start of each of the magmaw's turns. A creature in the magmaw's maw can use an action on its turn to make a DC 15 Strength saving throw. On a success, the creature escapes the magmaw's maw, and lands prone in a space within 5 feet of the magmaw. Spew Magma (Recharges After A Long Rest). The magmaw spews magma which lands in an explosion of fire in a 10-foot radius within 60 feet of it. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) fire damage and catches fire, taking 5 (1d10) fire damage at the start of each of its turns until it or another creature within 5 feet of it takes an action to douse the flames. On a successful save, the creature takes half as much damage, and doesn't catch fire.
A creature from the world of Zendikar, from Magic the Gathering, adapted for D&D 3.5.
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thirdtofifth · 6 years ago
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Cinder Swarm Large swarm of Tiny elementals, neutral evil Armor Class 16 Hit Points 104 (16d10 + 16) Speed 0 ft., fly 40 ft. (hover) Str 1, Dex 22, Con 13, Int 4, Wis 11, Cha 11 Damage Immunities fire, poison Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses passive Perception 10 Languages - Challenge 9 (5000 XP) Illumination. The swarm sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can't regain hit points or gain temporary hit points. Water Susceptibility. For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The swarm makes one attack against each creature whose space it occupies. Burning Bites. Melee Weapon Attack: +10 to hit, one target in the swarm's space. Hit: 14 (4d6) piercing damage and 14 (4d6) fire damage, or 7 (2d6) piercing damage and 7 (2d6) fire damage if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or catch fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Cinder swarms are malevolent elemental spirits that are found in forest fires, volcanoes, and similar places. They are composed of thousands and thousands of tiny sparks, all swarming together in a vortex of heat and smoke. These swarms are rare but deadly, able to consume hordes of enemies and set them ablaze. Summoners sometimes bind cinder swarms as servants, but they are fickle allies and rarely can be controlled for long. 
Originally from the Monster Manual III.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. If you feel like supporting my work, you can donate to me at paypal.me/thirdtofifth.
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thirdtofifth · 6 years ago
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Magma Hurler Medium elemental, chaotic evil Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 25 ft. Str 19, Dex 13, Con 17, Int 7, Wis 12, Cha 11 Damage Immunities fire, poison Damage Vulnerabilities cold Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft. passive Perception 11 Languages Ignan Challenge 3 (700 XP) Water Susceptibility. For every 5 feet the magma hurler moves in water, or for every gallon of water splashed on it, it takes 1 cold damage Actions Multiattack. The magma hurler makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 3 (1d6) fire damage. Magma Rock. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one creature. Hit: 20 (3d10+4) bludgeoning damage plus 3 (1d6) fire damage.
Composed of molten stone, magma hurlers exude roiling black smoke, and lava glows from the cracks in their rocky carapace. Slow and dumb, it pulls balls of magma from its own body and hurls them at enemies with its scoop-shaped arms. Magma hurlers avoid melee combat, serving as artillery in elemental armies. Sometimes they are bound by summoners as guardians, and can be found naturally in lava fields or near volcanoes. Magma hurlers stand between 6 and 8 feet tall, and weigh around 500 pounds. 
Originally from the Miniatures Handbook. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 6 years ago
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Stone Spike Medium elemental, unaligned Armor Class 13 (natural armor) Hit Points 51 (6d8 + 24) Speed 25 ft. Str 18, Dex 8, Con 19, Int 4, Wis 11, Cha 11 Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, stunned, unconscious Senses darkvision 60 ft. passive Perception 10 Languages Dwarvish, Terran Challenge 2 (450 XP) Actions Multiattack. The stone spike makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Stone spikes are elemental creatures often summoned by dwarves to aid in warfare, tunneling, and general labor. They have a strong kinship with them, sharing the same dogged work ethic and rugged nature. Stone spikes stand about five feet tall and resemble a roughly-worked column of stone, with crystal-covered arms and legs. 
Originally from the Monster Manual II.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 7 years ago
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Chraal   Large elemental, neutral evil Armor Class 13 (natural armor)   Hit Points 171 (18d10 + 72)   Speed 40 ft.   Str 19, Dex 11, Con 18, Int 9, Wis 10, Cha 12 Damage Immunities cold   Damage Vulnerabilities fire   Senses darkvision 60 ft. passive Perception 10   Languages Common, Yeti   Challenge 7 (2900 XP)   
Death Throes. When the chraal dies, its body lets out a blast of cold, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.    
--Actions--   Multiattack. The chraal makes three attacks: two with its claws, and one with its bite.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage and 3 (1d6) cold damage.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage and 3 (1d6) cold damage.   Cold Breath (Recharge 5-6). The chraal exhales cold in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.
Chraals are the remnants of hateful elemental spirits from the planes of air and water. The creature looks like a demon formed from bluish-black ice, its innards glowing with a cerulean fire. They are sometimes bound as servants by spellcasters who know how to summon them. Usually, however, they wander alone - always alone - on the border between the elemental planes of air and water, where they attack interlopers without mercy. A chraal stands about 8 feet tall and weighs over 1,000 pounds. It’s head sits atop broad shoulders, and its sports rows of sharp icicle-like teeth and vicious claws. Chraals cannot speak or communicate in any way, but can be commanded and will follow the orders of those who summon them.
Originally from the Monster Manual III.  If you have a favorite monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 6 years ago
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Voidwraith Medium undead, neutral evil Armor Class 15 Hit Points 78 (12d8 + 24) Speed 0 ft., fly 60 ft. (hover) Str 8, Dex 21, Con 15, Int 8, Wis 13, Cha 15 Damage Immunities necrotic, poison Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft. passive Perception 11 Languages Auran Challenge 6 (2300 XP) Airless Aura. A vaccuum surrounds the voidwraith, making it difficult to breathe. A creature that needs to breathe that starts its turn within 5 feet of the voidwraith must succeed on a DC 13 Constitution saving throw, or be unable to breathe until the start of its next turn. While affected, the creature's speed is halved, it has disadvantage on attack rolls and ability checks, it can't cast spells that have verbal components, and the voidwraith has advantage on attack rolls against it. Incorporeal Movement. The voidwraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Steal Life. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (3d8+5) necrotic damage plus 9 (2d8) cold damage.
Voidwraiths are wraith-like undead who hunger for the breath of the living. These creatures are believed by some to be the undead spirits of air elementals, while others theorize they form from the last breaths of those who died painful deaths. However they form, these creatures lurk in graveyards, old battlefields, and anywhere death is present. They like to lurk in the shadows, rising to attack when foes draw close. Amorphous and cloudlike, they usually take the form of a snakelike creature, rising from the ground, black vapor undulating around two glowing red slits for eyes. 
Originally from Libris Mortis. A request from obsidianwolf13. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. If you feel like supporting my work, you can donate to me at paypal.me/thirdtofifth.
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thirdtofifth · 6 years ago
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Magmacore Golem Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft. Str 16, Dex 14, Con 18, Int 4, Wis 8, Cha 6 Damage Immunities fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its creator but can’t speak Challenge 6 (2300 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Shattered Armor. When the golem is reduced to less than half its hit point maximum, its armor shatters. When this happens, its AC becomes 12, and its slam attacks deal an additional 9 (2d8) fire damage on a hit. In addition, any weapon that damages the golem takes a cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Otherwise, the penalty ends after 1 minute. If the golem's armor is repaired, these changes end. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage. Molten Stomp (Recharge 5-6). The golem stomps on the ground, causing the ground around it to burst into flame. Each creature within 10 feet of the golem must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. In addition, the area becomes difficult terrain for 1 minute, and any creature that starts its turn there takes 4 (1d8) fire damage. Pouring 1 gallon of water or dealing 5 or more cold damage to an affected 5-foot square ends the effect for that square.
Magmacore golems are created from a binding of two different elemental spirits: one of earth and one of fire. They are found in groups as often as alone. Making the armor and binding the elemental spirits is a difficult task, and ends badly for the caster as often as it is successful. They are almost always guardians, and, as could be expected, are most often found near volcanoes, whether active or dormant, guarding ancient ruins or a mage’s fortress. Magmacore golems stand around 6 feet tall and weigh almost 2000 pounds.
Originally from the Monster Manual V. A request from ragna-rock. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. If you feel like supporting my work, you can donate to me at paypal.me/thirdtofifth. 
Also, I know I have been slow on putting out requested monsters, I promise those who have requested monsters that I have worked on nearly all of them, and they are mostly complete, but I want to make sure they are properly balanced and tweaked before releasing them. 
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