Initiate of the Elder Elementals

Initiate of the Elder Elementals

Small humanoid (kobold), any evil alignment
Armor Class 12 (15 with mage armor)
Hit Points 27 (5d6 + 10)
Speed 30 ft.
9 (-1) 14 (+2) 15 (+2) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Con +4, Int +5
Skills Intimidation +3, Religion +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Primordial
Challenge 2 (450 XP)

Blessing of the Elder Elementals. The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.

Pack Tactics. 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.

Sunlight Sensitivity. While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Versatility of the Elder Elementals. 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.

Spellcasting. 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


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Gift of the Elder Elementals. 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.

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