Search Results for: imp

MARID (Water Genie) – 5e stats

Large elemental (genie), chaotic neutral Armor Class 17 (natural armor)Hit Points 229 (17d10 + 136)Speed 30 ft., fly 60 ft., swim 90 ft. Proficiency Bonus +4Proficiency Bonus +7 (5th Edition Advanced Mode) STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 18 (+4) Saving Throws Dex +5, Wis […]

MARID (Water Genie) – 5e stats Read More »

marid

Dnd 5e Marid Tactics – build challenging encounters against a Marid

By Alan McCoy from Dungeons & Dragons: Fundamentals How to build challenging encounters against a Marid Note: This has been prepared utilizing only the 5E Core Rules. The Genie can be found in the Monster Manual pages 141-146. Marid are creatures out of story and legend. A Marid is created when a mortal’s spiritual energy

Dnd 5e Marid Tactics – build challenging encounters against a Marid Read More »

Dnd 5e Efreet Tactics – build challenging encounters against an Efreet

By Alan McCoy from Dungeons & Dragons: Fundamentals How to build challenging encounters against an Efreet Note: This has been prepared utilizing only the 5E Core Rules. The Genies can be found in the Monster Manual pages 141-146. I will be including some NON-RAW recommended changes at the end of the essay. Efreeti are creatures

Dnd 5e Efreet Tactics – build challenging encounters against an Efreet Read More »

DJINNI (Air Genie) – 5e stats

Large elemental (genie), chaotic good Armor Class 17 (natural armor)Hit Points 161 (14d10 + 84)Speed 30 ft. (suggested 40 ft.) , fly 90 ft. Proficiency Bonus +4Proficiency Bonus +6 (5th Edition Advanced Mode) STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5) Saving Throws Dex +6,

DJINNI (Air Genie) – 5e stats Read More »

Dnd 5e Djinni Tactics – build challenging encounters against a Djinni

By Alan McCoy from Dungeons & Dragons: Fundamentals How to build challenging encounters against a Djinni Note: This has been prepared utilizing only the 5E Core Rules. The Genies can be found in the Monster Manual pages 141-146. I will be including some NON-RAW recommended changes at the end of the essay. Djinni are creatures

Dnd 5e Djinni Tactics – build challenging encounters against a Djinni Read More »

DAO (Earth Genie) – 5e stats

Large elemental (genie), neutral evil Armor Class 18 (natural armor)Hit Points 187 (15d10 + 105)Speed 30 ft., burrow 30 ft., fly 30 ft.Speed (suggested) 40 ft., burrow 20 ft., fly 50 ft. Proficiency Bonus +4Proficiency Bonus +6 (5th Edition Advanced Mode) STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 24 (+7) 12 (+1)

DAO (Earth Genie) – 5e stats Read More »

Dnd 5e Dao Tactics – build challenging encounters against a Dao

By Alan McCoy from Dungeons & Dragons: Fundamentals How to build challengingencounters against a Dao Note: This has been prepared utilizing only the 5E Core Rules. The Genie can be found in the Monster Manual pages 141-146. I will be including some NON-RAW recommended changes at the end of the essay. Dao are creatures out

Dnd 5e Dao Tactics – build challenging encounters against a Dao Read More »

air water fire earth

ELEMENTALS

GENERAL DESCRIPTION Elementals are sentient beings that ran possess bodies made of one of the four basic elements that make up the Prime Material plane-air, earth, fire, or water. They normally reside on an elemental Inner Plane and will only be encountered on the Prime Material plane if they are summoned by magical means. Each

ELEMENTALS Read More »

WATER ELEMENTAL – 5e stats

Large elemental, neutral Armor Class 14 (natural armor)Hit Points 114 (12d10 + 48)Speed 30 ft., swim 90 ft. Proficiency Bonus +3Proficiency Bonus +5 (5th Edition Advanced Mode) STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Saving Throws (suggested) Str +7, Con +7Damage Resistances acid; bludgeoning, piercing, and slashing from

WATER ELEMENTAL – 5e stats Read More »

FIRE ELEMENTAL – 5e stats

Large elemental, neutral Armor Class 13Hit Points 102 (12d10 + 36)Speed 50 ft. Proficiency Bonus +3Proficiency Bonus +5 (5th Edition Advanced Mode) STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Saving Throws (suggested) Con +6Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacksDamage Vulnerabilities (suggested) coldDamage Immunities fire, poisonCondition Immunities exhaustion,

FIRE ELEMENTAL – 5e stats Read More »