Added to the tower to spice up the combats. In realty they are more a terrain hazard than a true threat to PCs at this stage. But they also add the ambience of the tower.
“Then they were upon me, bat-winged devils made of animate water. I swam and swam, but they overcame me – how could I outswim beasts of living water?
“Only through my own skill and the enchantment of my blade, Razorthrust, was I able to save myself and defeat those liquid hell-spawn.
“I knew then that I had encountered what no man before me had – the purest form of elemental creature. Not an elemental, but something greater: a fundamental.”
– Revorus, a Mystaran scholar/adventurer
FUNDAMENTAL OF AIR
Medium swarm of Tiny elementals, unaligned
Armor Class 12 (disadvantage)
Hit Points 40 (5d8)
Speed 0 ft., fly 30ft. (hover)
Str 10 (+6) Dex 15 (+2) Con 10 (+0)
Int 2 (-4) Wis 12 (+1) Cha 4 (-3)
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; charmed, frightened, stunned
Senses darkvision 60ft., passive Perception 10
Languages Auran
Challenge 1/4 (50 XP)
Air Form. The fundamental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Unseen. The fundamental of air is difficult to see, as it is almost invisible. Attackers have disadvantage when trying to strike the swarm of fundamentals.
ACTIONS
Swirling Wind. Each creature in the same space as the swarm (or same zone) is buffeted by winds as the fundamentals fly in faster and faster circles around the target creature. Each creature in that area must make a Constitution saving throw. A creature takes 2d10/10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also knocked prone.
“Revorus set inner-planar studies back a few entire generations with his account of a ‘fundamental.’ After years of searching and study, I can say without hesitation that these bat-winged ultra-elementals simply don’t exist.”
– Zamik Feron, a Doomguard researcher
FUNDAMENTAL OF SMOKE
Medium swarm of Tiny elementals, unaligned
Armor Class 12
Hit Points 40 (5d8)
Speed 0 ft., fly 30ft. (hover)
Str 10 (+6) Dex 15 (+2) Con 10 (+0)
Int 2 (-4) Wis 12 (+1) Cha 4 (-3)
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities poisoned; charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60ft., passive Perception 12
Languages Auran, lgnan
Challenge 1/4 (50 XP)
Smoke Form. The fundamental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Death Burst. When the fundamental dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
ACTIONS
Ashes to Ashes. Each creature in the same space as the swarm (or same zone) is engulfed in a storm of smoke and ash. Each creature in that area must make a Constitution saving throw. A creature takes 2d10/10 poison damage on a failed save, or half as much damage on a successful one. If a creature that breathes fails the save, that creature spends the rest of their action coughing and choking. Save ends.