Initiate of the Elder Elementals 2014
CR 2 humanoid
Small humanoid, any evil alignment
The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.
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.
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
While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Actions
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details