Tiny Thunder Elemental (5e Creature)

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Tiny Thunder Elemental[edit]

Tiny elemental, neutral

Armor Class 15
Hit Points 14 (4d4 + 4)
Speed 20 ft.

5 (-3) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 6 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge 1/4 (50 XP)

Elemental 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.


Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) thunder damage and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The vague cloudy shape of a tiny thunder elemental constantly rings with the faint sound of thunder, which grows in intensity when the elemental is angered.

Elemental Nature. A tiny thunder elemental doesn't require air, food, drink, or sleep.

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