Small Gravity Elemental

Small elemental, neutral

Armor Class

13

Hit Points

52 (8d6 + 24)

Speed

0 ft., fly 40 ft.

STR

10 (+0)

DEX

10 (+0)

CON

17 (+3)

INT

4 (-3)

WIS

11 (+0)

CHA

11 (+0)

Damage Immunities

poison

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 60 ft., passive Perception 13

Skills

Perception +3, Stealth +6

Languages

--

Challenge

3 (700 XP)

Distortion. The gravity elemental’s Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it.

Singularity. The gravity elemental is immune to spells and effects that would push, pull, or move it.

Actions

Gravity Field. The gravity elemental manipulates the very forces of nature and chooses one of the effects below.

  1. Lift. The gravity elemental uses an action to manipulate the surrounding gravity to lift up to two objects weighing no more than 50 pounds that are within 15 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 13 Dexterity saving throw, taking 7 (1d8 + 3) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action.

  2. Hold. The gravity elemental increases local gravity. Creatures within 15 feet of the elemental must succeed on a DC 13 Strength saving throw or be restrained until the beginning of the elemental’s next turn.

  3. Crush (1/Long Rest). The gravity elemental greatly increases local gravity within a 15-foot radius of itself. All creatures, other than the elemental, within that area make a DC 13 Constitution saving throw, taking 19 (3d10 + 3) force damage on a failed saving throw, or half as much damage on a success.

Engulf. The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 13 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target’s space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental’s turns, a target takes 14 (2d10 + 3) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 13 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction.

Reactions

Deflection. The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 8 (1d6 + 5). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The elemental has a +5 to hit with the attack, which has a normal range of 20 feet and a long range of 60 feet.

small
elemental
cr3
tome-of-horrors