Huge elemental, neutral
Armor Class 16
Hit Points 195 (17d12 + 85)
Speed 50 ft., fly 90 ft. (hover)
Saving Throws Dex +10
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses , darkvision 60 ft.,passive Perception 10
Languages Auran, Ignan
Challenge 12 (8,400 XP)
Smoke Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature’s space and stop there. If the elemental ends its turn in another creature’s space, that creature must succeed on a DC 17 Constitution saving throw or gain a level of exhaustion. In areas obscured by smoke, mist, or steam the elemental is invisible.
Multiattack. The elemental makes two slam attacks and can use Gripping Smoke.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 6) bludgeoning damage.
Gripping Smoke. Each creature in the elemental’s space must succeed on a DC 17 Strength saving throw or become grappled (escape DC 17). While grappled, the creature is also restrained.
Combined elementals are often the result of a summoning gone awry. When conjure elemental or a similar spell is cast incorrectly, the magic calls forth two life forces from separate elemental planes. These forces combine into a single, enormous form with power beyond that of a typical elemental, which makes them nearly impossible to control. Only the most powerful spellcasters can keep these beings from committing a hate-fueled destructive rampage.
The combined powers of air and fire create smoke elementals. These monsters hate the clean air that birthed them and all creatures that breathe it.