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Initiate of the Elder Elementals

Size
Small
Type
Humanoid
Challenge Rating
2
Source
Tome of Beasts 2
Alignment
Any
Armor Class
12
Speeds
30
Walking Speed
30
Strength Score
9
Dexterity Score
14
Constitution Score
15
Intelligence Score
16
Wisdom Score
11
Charisma Score
12
Saving Throws
Constitution, Intelligence
Skill Proficiencies
Intimidation, Religion
Vision
Darkvision (60ft)
Languages Ref
Common, Draconic, Primordial
Hit Points
33
Languages
Aethyrian Common, Draconic, Primordial

Small humanoid (kobold), any evil alignment


Armor Class 12 (15 with mage armor)

Hit Points 33 (6d6+12)

Speed 30 ft.


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

Saving Throws Con +4, Int +5

Skills Intimidation +3, Religion +5

Senses darkvision 60 ft., passive Perception 10

Languages Common, Draconic, Primordial

Challenge 2 (450 XP)

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.

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.

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

Actions

Dagger. 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. 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.

Description

The kobold stands at the stone altar, chanting words of elemental power. Winds swirl around it, the stone beneath its feet rumbles, and fire ignites in one hand while frost rimes the other._
Elemental Servant. Serving as part of a secret cabal, the initiate taps into the elemental magic that taints it to serve the four great elemental lords of evil. It often worships in secret underground sites devoted to its dark gods. Service means access to power, and an initiate hopes to use that power to rise in station.

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.