Elemental, Heavy Metal (Small)

Family: Elementals

Small elemental, neutral

Armor Class 16 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 20 ft., swim 60 ft.

10 (+0) 14 (+2) 14 (+2) 5 (-3) 10 (+0) 10 (+0)

Damage Immunities acid, fire, poison
Damage Vulnerabilities lightning
Condition Immunities exhaustion, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive perception 10
Languages Terran
Challenge 1 (200 XP)


  • Forced Conduction. A heavy metal elemental takes no damage from fire, but its thermally conductive mass heats up when exposed to fire, making its natural attacks searing hot. If the creature has been attacked with fire damage within the last round or is in direct contact with a fire source, including lava pools and similar molten areas, its slam attacks deal fire damage in additional to normal damage. If the creature has been attacked with cold damage within the last round, the creature’s body cools down and slam attacks do not add this damage. A small heavy metal elemental’s forced conduction die is 1d3.


  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
  • Hurl Magma. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) fire damage. Heavy metal elementals can form wide, flat, shovel-like arms that can scoop up and toss nearby material with surprising accuracy. If the material is magma or molten metallic slag, the attack deals additional fire damage equal to the creature’s forced conduction damage.


Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes.

Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out.

The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren.

Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks.

Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren’t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental’s body tells a very different story.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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