Ash Elemental
Medium • Elemental • Neutral
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 10 ft., fly 60 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 17 (+3) | 16 (+3) | 5 (-3) | 10 (+0) | 7 (-2) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft. (unimpeded by smoke/ash), passive Perception 10
Languages Primordial (Auran, Ignan)
CR 5 (XP 1,800; PB +3)

Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Death Burst. When the elemental is reduced to 0 hit points, it explodes and creates a 10-foot sphere of heavily obscured smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
From the Ashes. Unless the smoke created by the elemental’s Death Burst is dispersed, the elemental reforms at the end of the minute with 1 hit point.
Suffocating. A creature that starts its turn inside the elemental or the area created by its Death Burst trait can’t breathe until the start of its next turn.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Ashy Slam attacks.
Ashy Slam. Melee Weapon Attack: +6, reach 5 feet. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) fire damage, and the target becomes blinded until the end of its next turn.
Ash Elemental
Medium • Elemental • Neutral
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 10 ft., fly 60 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 14 (+2) | 5 (-3) | 10 (+0) | 7 (-2) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft. (unimpeded by smoke/ash), passive Perception 10
Languages Primordial (Auran, Ignan)
CR 2 (XP 450; PB +2)

Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Death Burst. When the elemental is reduced to 0 hit points, it explodes and creates a 5-foot sphere of heavily obscured smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
From the Ashes. Unless the smoke created by the elemental’s Death Burst is dispersed, the elemental reforms at the end of the minute with 1 hit point.
Suffocating. A creature that starts its turn inside the elemental or the area created by its Death Burst trait can’t breathe until the start of its next turn.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Ashy Slam attacks.
Ashy Slam. Melee Weapon Attack: +6, reach 5 feet. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage, and the target becomes blinded until the end of its next turn.
Ash Elemental
Medium • Elemental • Neutral
Armor Class 14
Hit Points 127 (15d8 + 60)
Speed 10 ft., fly 60 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 19 (+4) | 18 (+4) | 5 (-3) | 10 (+0) | 7 (-2) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft. (unimpeded by smoke/ash), passive Perception 10
Languages Primordial (Auran, Ignan)
CR 8 (XP 3,900; PB +3)

Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Death Burst. When the elemental is reduced to 0 hit points, it explodes and creates a 15-foot sphere of heavily obscured smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
From the Ashes. Unless the smoke created by the elemental’s Death Burst is dispersed, the elemental reforms at the end of the minute with 1 hit point.
Suffocating. A creature that starts its turn inside the elemental or the area created by its Death Burst trait can’t breathe until the start of its next turn.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Ashy Slam attacks.
Ashy Slam. Melee Weapon Attack: +6, reach 5 feet. Hit: 17 (3d8 + 4) bludgeoning damage plus 13 (3d8) fire damage, and the target becomes blinded until the end of its next turn.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
