Tiny Elemental, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 22 (4d4 + 12)
Speed 20 ft., swim 40 ft., fly 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
6 (-2)
WIS
8 (-1)
CHA
13 (+1)
Skills Performance +3, Stealth +5
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 9
Languages Aquan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Water Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Engulfing Water. The spirit counts as one size larger for the purposes of its grapples.

Freeze. If the spirit takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn, and it falls if it is flying.

Invisible in Water. The spirit is invisible while fully immersed in water.

Watery Nature. The spirit's elemental subtype is water.

Actions

Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 14) and surrounded by abrasive, forceful water bubbles. At the start of each of the spirit's turns, it can deal 2 (1d4) piercing damage plus 2 (1d4) bludgeoning damage to any creature it has grappled. While a grappled creature is in water, it has disadvantage on ability checks made to escape the spirit's grapple.

Splash. Ranged Spell Attack: +5 to hit, range 20 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet away. Saving throws made to maintain concentration caused by this damage have disadvantage.

Description

 Bathing spirits can often be found frolicking and playing with each other in small streams, ponds, and other secluded bodies of water. They adore splashing each other with water and dunking their heads below the surface. Unfortunately, while these spirits are eager to make new friends and play with nearly anyone they meet, they are usually unaware that other creatures can't breathe water, leading to many accidental drownings.

Bathing spirits also enjoy stealing objects that they consider to be dirty or unclean and washing them in water to clean them. They don't understand that water can cause harm, and will just as quickly submerge a soiled tunic as they will a fragile spellbook. To the spirit, the ink on the pages are stains to be washed out.

Elemental Spirits

Smaller than the usual elemental, these spirits can be found not only wandering the Elemental Planes that they spawn from, but also the Feywild, Shadowfell, and Material Planes. While they are plentiful in their native planes, any encounter with these spirits outside of the Elemental Planes is rare and often cherished.

Not Quite Genie. Elemental spirits are usually born when the soul of a sentient living creature melds with the primordial matter of an elemental plane and fails to manifest as a genie. The soul loses all characteristics in this magical rebirth. Since such manifestations are very rare, some say that there are as many as a thousand elemental spirits born for every genie that manifests. Spirits can even be born outside the Elemental Planes in places that resemble those planes, where a genie would never be able to manifest. They may appear in quarries, rivers, campfires, etc.

Capricious and Playful. Elemental spirits adore fun and whimsy. Since they don't need to eat or rest, they spend nearly all their time playing with each other when they aren't hiding from the world around them. These spirits flit from activity to activity, rarely staying still, and they are fascinated by anything they haven't seen before. They often make off with objects from humanoid settlements to entertain themselves. Many an adventuring group have awoken from a rest to find their campsite soaked in water, filled with recently dug holes, on fire, or scattered to the winds by these mischievous spirits.

Unreliable Servants. While they are much easier to summon than normal elementals and especially genies, these spirits are notoriously difficult to control. Their ability to hide and infiltrate small spaces makes them potentially excellent servants for many mages, but these benefits must be balanced against the certainty that some orders will be misunderstood or even willfully ignored. Still, making friends with these spirits can be worthwhile. They are difficult to understand and so they can be a challenge to please, but they form very strong bonds and always remember their friends.

Elemental Nature. Elemental spirits don't require air, food, drink, or sleep.

Monster Tags: Elemental

Habitat: ArcticCoastalForestSwampUnderwater

BenevolentEvil

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