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.
                                                               ___________________________________________________________
        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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