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Initiate of the Elder Elementals

Small · Humanoid · CR 2 · Any Evil Alignment

Armor Class
12 (15 with mage armor)
Hit Points and Hit Dice
33 (6d6+12)
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

STR
9
-1
DEX
14
+2
CON
15
+2
INT
16
+3
WIS
11
+0
CHA
12
+1

Overview

Category Monsters
Size Small
Type Humanoid
Alignment Any Evil Alignment
XP 450
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Saving Throws

Constitution +4 Intelligence +5

Skills

Intimidation +3 Religion +5

Languages

Common, Draconic, Primordial

Traits

Blessing of the Elder Elementals

The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.

Pack Tactics

The initiate has advantage on attack rolls against a creature if at least one of the initiate’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Spellcasting

The initiate of the elder elementals is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The initiate has the following wizard spells prepared:

  • Cantrips (At Will): pummelstone, light, mage hand, ray of frost
  • 1st Level (4 slots): burning hands, mage armor, tidal barrier
  • 2nd Level (3 slots): gust of wind, misty step, scorching ray
  • 3rd Level (2 slots): lightning bolt, frozen razors

Sunlight Sensitivity

While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Versatility of the Elder Elementals

As a bonus action, the initiate can change the damage of a spell it casts from acid, cold, fire, or lightning to another one of those elements.

Actions

Dagger

+4 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 piercing damage.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Gift of the Elder Elementals

+5 to hit, range 60 ft (18.3 m). Hit: 2d6 lightning damage.

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) acid, cold, fire, or lightning damage, and the target has disadvantage on its next saving throw against any of the initiate's spells that deal the chosen type of damage.

About Initiate of the Elder Elementals

Initiate of the Elder Elementals is a small humanoid with a Challenge Rating of 2. It has a any evil alignment alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 33 hit points (derived from 6d6+12).

Initiate of the Elder Elementals has communication capabilities including Common, Draconic, Primordial. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Initiate of the Elder Elementals

4 tips available

When using Initiate of the Elder Elementals in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Initiate of the Elder Elementals

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Initiate of the Elder Elementals?
Initiate of the Elder Elementals has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Initiate of the Elder Elementals?
Initiate of the Elder Elementals is a Small Humanoid, which affects how certain spells and abilities interact with it.
What languages does Initiate of the Elder Elementals speak?
Initiate of the Elder Elementals can communicate in Common, Draconic, Primordial.

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