Page 60 - Dragonix - DM Options Monster Talents v1.01
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A creature that hits the fire elemental with a melee must make a DC 15 Constitution saving throw. On
attack while within 10 feet of it takes 5 (1d10) fire a failed save, the target can't breathe, can't use
damage. reactions, its speed is halved, and it can' t make
more than one attack on its turn. In addition, the
creature can use either an action or a bonus action
Blast Wave (Recharge 5-6) on its turn, but not both. These effects last until the
Type: Action. end of the water elemental's next turn.
Talent Cost: 2 (Counts as 2 Talents).
The fire elemental emits a searing wave of fire. Ice Shards (Recharge 4-6)
Each creature within 20 feet of the fire elemental Type: Action.
must succeed on a DC 14 Dexterity saving throw,
The water elemental creates up to three ice shards
taking 21 (6d6) fire damage and catches fire on
and hurls them at one target or several.
a failed save, or half as much damage and hasn't
caught fire on a successful one. Ice Shard. Ranged Weapon Attack: +7 to hit, reach
120 ft., one target. Hit: 10 (2d6 + 3) cold damage.
Hungry Flames
Surging Waves (Recharge 5-6)
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents). Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
If a creature misses a melee attack against the
fire elemental, and the creature is within 5 feet of The water elemental unleashes a violent rush of
the fire elemental, the fire elemental can use its water that pushes and knocks enemies down. Each
reaction to make one touch attack at the creature. creature within 15 feet of the water elemental must
succeed on a DC 15 Strength saving throw, taking
13 (2d8 + 4) bludgeoning damage and is pushed
Searing Rays (Recharge 4-6) up to 10 feet away and is knocked prone on a failed
Type: Action. save, or half as much damage and isn't pushed and
knocked prone on a successful one.
The fire elemental conjures up to three rays of fire
and hurls them at one target or several.
Searing Ray. Ranged Weapon Attack: +6 to hit, Tendrils
reach 120 ft., one target. Hit: 10 (2d6 + 3) fire Type: Trait.
damage. If the target is a flammable object that isn't
being worn or carried, it also catches fire. The reach of the Water Elemental's slam attack is
increased to 15 feet.
Water Mastery
Water Elemental Type: Trait.
The water elemental (CR 5) can have 2 talents. The water elemental has advantage on all melee
weapon attacks against a creature if both the water
elemental and the target are touching water. In
Drowning Blow addition, while submerged in water, the water
elemental is invisible.
Type: Trait.
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If the water elemental's slam attack roll against a
Medium or smaller target succeeds by 5 or more,
and the target can't breathe water, the target
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