Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Languages
Terran
Resistances & Immunities
Traits
Controlled Polarity
The magnetic elemental has advantage on attack rolls against a creature if the creature is wearing metal armor. A creature attacking the magnetic elemental with a metal weapon while within 10 feet of it has disadvantage on the attack roll.
Magnetism
When the magnetic elemental moves, Medium and smaller metal objects that aren’t being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elemental’s space, the item sticks to the elemental. A successful DC 15 Strength check removes a stuck item from the elemental. Objects made of gold and silver are unaffected by this trait.
Actions
Magnetic Pulse
The magnetic elemental releases a magnetic pulse, choosing to pull or push nearby metal objects. Objects made of gold or silver are unaffected by the elemental's Pulse.
* Pull. Each creature that is wearing metal armor or holding a metal weapon within 5 feet of the magnetic elemental must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the magnetic elemental. A creature that is made of metal or is wearing metal armor and that fails the saving throw is stuck to the elemental and grappled (escape DC 15). If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is stuck to the elemental and grappled (escape DC 15). A stuck object can't be used. Grappled and stuck creatures and objects move with the elemental when it moves. A creature can take its action to remove one creature or object from the elemental by succeeding on a DC 15 Strength check. The magnetic elemental's Armor Class increases by 1 for each creature grappled in this way.
* Push. Each creature that is wearing metal armor or holding a metal weapon within 10 feet of the elemental must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) force damage and is pushed up to 10 feet away from the elemental. On a success, a target takes half the damage and isn't pushed. A creature grappled by the elemental has disadvantage on this saving throw.
Multiattack
The magnetic elemental makes two slam attacks.
Slam
+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
About Magnetic Elemental
Magnetic Elemental is a large elemental with a Challenge Rating of 6. It has a neutral alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 95 hit points (derived from 10d10+40).
Magnetic Elemental has communication capabilities including Terran. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Magnetic Elemental
2 tips available
GM Tips: Using Magnetic Elemental
When using Magnetic Elemental in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Burrowing Tactics: This creature can burrow at 20 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
Player Guide: Facing Magnetic Elemental
2 strategies available
Player Guide: Facing Magnetic Elemental
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Burrowing Defense: This creature can burrow at 20 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 6.
Solo Encounter:
A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 4,200 XP
- Hard: 6,300 XP
- Deadly: 8,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Magnetic Elemental?
- Magnetic Elemental has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
- What type of creature is Magnetic Elemental?
- Magnetic Elemental is a Large Elemental, which affects how certain spells and abilities interact with it.
- What languages does Magnetic Elemental speak?
- Magnetic Elemental can communicate in Terran.
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