Corrupted Elementals

Madness Elemental Huge Elemental, neutral Armor Class 18

18 Hit Points 102 (12d12 + 24)

102 (12d12 + 24) Speed 0ft., fly 90ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 20 (+5) 14 (+2) 20 (+5) Damage Resistances Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks.

Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks. Damage immunities Poison

Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60ft., passive Perception 16

Darkvision 60ft., passive Perception 16 Languages Auran, Common, Deep Speach

Auran, Common, Deep Speach Challenge ??? Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Eldritch Energy. If the elemental makes a melee weapon attack or is hit by a melee weapon attack, the attack target or attacker takes 9 (2d8) Lightning damage. Innate Spellcasting. The Elemental's innate spellcasting ability is Intelligence (spell save DC 18). The Elemental can innately cast the following spells, requiring no material components: At will: Enthrall 1/day each: Evard's Black Tentacles, Modify Memory, Phantasmal Killer, Psychic Scream, Weird. Enslave (3/Day). The Elemental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the Elemental until the Elemental dies or until it is on a different plane of existence from the target. The charmed target is under the Elemental's control and can't take reactions, and the Elemental and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Elemental. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., two targets. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 29 (6d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Born from Air, Touched by Madness

Sometimes, Cultists of the Great Old Ones would conjure an Air elemental and subjugate them to the Eldritch Energies of the Far Realm.

The Resulting Corruption of the once Auran creature is the wicked Madness Elemental, They resemble Air Elementals, however they are tinted varying shades of purple, green and/or blue. Additionally they are differentiated from Air Elementals through their bodies being overly charged with energy, as well as the eldritch proportions of their vaguely humanoid body.

Because of the Far Realm energies corrupting them, Madness Elementals are easily controlled by the cultists who created them because of their familiarity with the Far Realm.

Madness Elementals are some of the most intelligent elementals, a gift bestowed upon them by their corruption. As a result, they have gained a skill at learning languages easily. They are among the few elementals that can speak Common as well as understand it.

Combat Tactics

Madness Elementals are almost exclusively found in Cults that worship Aberations or Great Old Ones, although some could be found out in the world, whether they were set free or have escaped their summoner, or the knowledge of their creation process was found out by outsiders. In combat, they prefer to be in the center of a crowd, not frontlining, but not hiding in the back lines either. Supporting their Cultist Masters in battle with heavy hitting attacks and disruptive spells.