Gravity Elemental (Medium)

Family: Elemental - Gravity

Medium elemental, neutral

Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 0 ft., fly 40 ft.

10 (+0) 10 (+0) 17 (+3) 4 (-3) 11 (+0) 11 (+0)

Skills Perception +3, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 13
Challenge 5 (1,800 XP)

Special Traits

  • Distortion. The gravity elemental’s Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it.
  • Singularity. The gravity elemental is immune to spells and effects that would push, pull, or move it.


  • Gravity Field. The gravity elemental manipulates the very forces of nature and chooses one of the effects below.
  • Lift. The gravity elemental uses an action to manipulate the surrounding gravity to lift up to two objects weighing no more than 100 pounds that are within 20 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 14 Dexterity saving throw, taking 12 (2d8 + 3) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action.
  • Hold. The gravity elemental increases local gravity. Creatures within 20 feet of the elemental must succeed on a DC 14 Strength saving throw or be restrained until the beginning of the elemental’s next turn.
  • Crush (2/day). The gravity elemental greatly increases local gravity within a 20-foot radius of itself. All creatures, other than the elemental, within that area make a DC 14 Constitution saving throw, taking 30 (5d10 + 3) force damage on a failed saving throw, or half as much damage on a success.
  • Engulf. The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 14 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target’s space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental’s turns, a target takes 19 (3d10 + 3) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 14 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction.


  • Deflection. The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 9 (1d6 + 6). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The elemental has a +6 to hit with the attack, which has a normal range of 20 feet and a long range of 60 feet.
Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb