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Magnetic Elemental in Dungeons & Dragons 5e

Magnetic Elemental

Large elemental , unaligned
Armor Class 17 (natural armor, see Magnetism)
Hit Points 105 (10d10 + 50) 10d10+50
Speed 30ft

STR
21 +5
DEX
10 0
CON
20 +5
INT
7 -2
WIS
10 0
CHA
5 -3

Skills Athletics +8
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 10
Languages Terran
Challenge 6 (2,300 XP)


Magnetism. At the start of each of the elemental's turns, roll 1d6. On a 1 to 3, the elemental's AC is reduced by this number until the start of its next turn, and the elemental visibly expands. On a 4 to 6, the elemental's AC is increased by this number minus 3 until the start of its next turn, and the elemental visibly contracts.


Actions

Multiattack. The elemental makes two slam attacks.   Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.   Impetus (Recharge 6). The elemental targets an object made of metal, such as a weapon or armor, within 60 feet. If the object is being worn or carried by a creature, the creature can make a Strength (Athletics) check contested by the elemental's. On a failure, the creature drops the object if it can, and the object moves as described below. If it can’t drop the object, the creature is considered part of the object for the effect described below. The elemental decides whether to push or pull the object.   If the elemental decides to push, the object flies in a straight line up to 60 feet away from the elemental before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DC 15 Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 13 (3d8) bludgeoning damage.   If the elemental decides to pull, the object flies in a straight line towards it. Any creatures in the object's path must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage. When the object reaches the elemental, it takes 9 (2d8) bludgeoning damage and is grappled (escape DC 15). While grappled this way, a creature is restrained.


 

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