Merge Elementals
This Guide will show you the stat blocks for elementals from the 19 planes in the elemental roil of Mystanzia. Each of these stat blocks are 1/2 of a complete stat block and are designed to be combined with one another, as such they are laid out a bit differently than normal stat blocks.
Creating the Stat Block
The stat block for a merge elemental is made of the same components and can be quickly created by adding 2 stat blocks detailed below onto the Elemental Framework laid out below.
Elemental Framework
Large Elemental, Neutral
- Armour Class 11
- Speed 30ft
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Condition Immunities Prone, Grappled, Restrained
- Languages Primordial
Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Actions
Multiattack. The Elemental makes a number of attacks, one from each of its parts.
Synergy Ability (Recharge 6). This Synergy ability is a combination of traits from both Elementals.
Speed, Resistances, & Immunities
To determine the speed Simply add the speed + that is on the elemental's stat block to the framework default of 30. So if we combine Acid & Psychic, both have a +0ft speed modifier so we stay with a speed of 30ft.
Resistances and Immunities are simply added to the stat block. if one half has a resistance and immunity to the same damage type, instead they are just immune to that damage type & if it has 2 resistances to the same damage type it synergises to give it immunity. For example, if we combine the Acid & Psychic elementals, the resulting elemental has immunity to Acid and Psychic damage, with no resistances.
Ability Scores
Ability scores will be determined by adding the values in the relevant elemental stat blocks to each ability score from the framework (10 by default). For example, if we take a combination of Acid & Psychic elementals with the stats below.
Acid Elemental
STR DEX CON INT WIS CHA +0 +8 +6 -1 +1 -1
Psychic Elemental
STR DEX CON INT WIS CHA +0 +0 +0 +6 +6 +6
From this we can see neither has a bonus to strength so we remain with 10, only Acid has a bonus to Dexterity so we end with 18, the same is true for constitution, ending with 16. Now with intteligence we see that the Acid half subtracts one, but the Psychic adds 6 so we end with an intelligence of 15, this is the same for Charisma as well making it 15. and for Wisdom they synergise, increasing the value either would have on their own, ending with a 17! So putting that all together we end with the ability score layout below:
Acid-Psychic Elemental
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 15 (+2) 17 (+3) 15 (+3)
Abilities
Abilities are either passive effects that happen around the elemental, trigger when a certain condition is met, or allow the elemental to perform certain actions.
In order to determine the abilities you simply add them all to the elemental! If any abilities would seem to conflict with one-another or would give a similar effect you may simply combine them or remove the least impactful or least flavourful.
Attacks & Reactions
Each elemental has one attack that it may use, add all of these to the merge elemental. As an action the elemental may perform one of these attacks, or part of the framework the elemental gains a multiattack, allowing it to use one of each of the attacks it gains from its constituent parts. An elemental cannot use two attacks from the same elemental as part of its multiattack.
Elementals may also have reactions that they can perform in response to certain conditions. A merge elemental gains all reactions of its constituent parts.
Synergy Abilities
Synergy abilities represent the destructive abilities that manifest when the elements converge and explosively release their potential. These are high-damage, high-impact abilities that combine the essence of both elementals, which always have Recharge 6.
To create these combine the the Synergy abilities into one ability where both effects occur when the ability is used with a total radius centred on themselves equal to the total plus mentioned in both. You may then choose to have 2 saving throws, 1 for each effect or to simplify it into one save for whichever stat seems most relevant, or let the player choose their strongest.
In order to determine the DC to these saving throws you will need to calculate it from the combined ability scores of the elemental. DC's are calculated as follows 8 + 3 (Proficiency Bonus) + Relevant Ability Score Modifier. For example, with an Acid-Psychic we will geta synergy ability requiring a DC 15 (8 + 3 + 4) Constitution saving throw as well as a DC 14 (8 + 3 + 3) Wisdom saving throw.
Conditions
In the Chapter below certain elementals inflict status effects or conditions that are not within the Players handbook. These are detailed below.
On-Fire
- A creature that is on fire takes 5 (1d10) fire damage at the start of each of its turns.
- Creatures that are on fire may use an action to put themselves out and end the condition or submerse themselves in water.
Silenced
- Silenced creatures cannot create sound or speak except via telepathy.
- A Silenced creature is unable to cast spells requiring verbal (V) components.
Putting it all together
Now that we've created all the stats, determined the abilities, reactions and worked out our synergy abilities we can put it all together to create our Acid-Psychic elemental!
Acid-Psychic Elemental
Large Elemental, Neutral
- Hit Points 71 (10d10 + 15)
- Armour Class 15
- Speed 30ft
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 15 (+2) 17 (+3) 15 (+3)
- Condition Immunities Prone, Grappled, Restrained
- Damage Immunities Acid, Psychic
- Languages Primordial
Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Eroding Form. When a creature hits this creature with a melee weapon attack that creature takes 5 (2d4) acid damage.
Actions
Multiattack. The Elemental makes a number of attacks, one from each of its parts.
Acidic Pseudopod. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 14 (4d4 + 4) acid damage and another 5 (2d4) acid damage at the end of its next turn.
Migratic Bolt. Ranged Weapon Attack: +6, Reach 5ft, one target. Hit: 12 (2d8 + 3) and the creature has disadvantage on its next attack roll.
Synergy - Synaptic Acid. (Recharge 6). Each creature within a 20ft radius must make a DC 15 Constitution saving throw or take 14 (4d4 + 4) acid damage taking 1/2 of this ability's total damage again at the end of their next turn. On a successful save, the target takes 1/2 as much damage and no subsequent damage. Each creature must also make a DC 14 Wisdom saving throw. On a failure, the creature must use its reaction to move its movement speed and make a weapon attack against the nearest creature.
Reactions
Deceiving Switch. Whenever any number of creatures fail a saving throw within 60ft the elemental may use its reaction to swap the places of each of those creatures and the elemental.
Acid Elemental
Large Elemental, Neutral
- Armour Class +4
- Hit Points +43 (5d10 + 15)
- Speed +0ft.
STR DEX CON INT WIS CHA +0 +8 +6 -1 +1 -1
- Damage Immunities Acid
Eroding Form. When a creature hits this creature with a melee weapon attack that creature takes 5 (2d4) acid damage.
Actions
Acidic Pseudopod. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 14 (4d4 + 4) acid damage and another 5 (2d4) acid damage at the end of its next turn
Synergy - Burning Acid. (Recharge 6). Each creature within a +5ft radius must make a Constitution saving throw or take 14 (4d4 + 4) acid damage taking 1/2 of this ability's total damage again at the end of their next turn. On a successful save, the target takes 1/2 as much damage and no subsequent damage.
I don't care if it was the forces of nature, whatever decided we need an entire plane and elementals of acid needs to take a long hard look at itself.
Air Elemental
Large Elemental, Neutral
- Armour Class +4
- Hit Points +34 (5d10 + 6)
- Speed +20ft.
STR DEX CON INT WIS CHA +4 +8 +2 -1 +0 +0
- Damage Immunities Piercing
Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as wide as 1 inch without squeezing.
Actions
Slam. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Synergy - Hurlicane. (Recharge 6). Each creature within a +10ft radius must make Strength saving throw or take 13 (2d8 + 4) and be flung up to 20 feet away from the elemental in a random direction. On a successful save the creature takes 1/2 as much damage and isn't flung.
Reactions
Redirecting winds. When a non-magical ranged attack misses the elemental they may use their reaction to re-roll the attack against another creature within range.
They can be increadibly nice, but never rely on one to remember your birthday.
Too Air-headed.
Ash Elemental
Large Elemental, Neutral
- Armour Class +3
- Hit Points +43 (5d10 + 15)
- Speed +15ft.
STR DEX CON INT WIS CHA +1 +6 +3 -1 +0 +0
- Damage Resistances Fire, Piercing
Ashen Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as wide as 1 inch without squeezing. The first time the elemental enters a creature's space it takes 5 (1d10) fire damage.
Actions
Breathing Flame. Melee Weapon Attack: +7, Reach 10ft, one target. Hit: 14 (2d10 + 3) Fire damage If the creature is on fire the elemental also heals equal to the damage dealt.
Synergy - Searing Winds. (Recharge 6). Each creature within a +15ft Range must make a Dexterity saving throw or take 9 (2d8) fire damage and set on fire. On a successful save the creature is not set on fire and takes 1/2 as much damage. In addition, the area is heavily obscured for 1 minute, the elemental can see through this.
Healing from the fire it inflicts... This requires more research.
Cold Elemental
Large Elemental, Neutral
- Armour Class -1
- Hit Points +43 (5d10 + 15)
- Speed +0ft.
STR DEX CON INT WIS CHA +8 -2 +6 +1 +0 -1
- Damage Immunities Cold
Death Burst. When the elemental dies, it explodes. Each creature within 10 feet must make a Dexterity saving throw or take 7 (2d6) cold damage and 7 (2d6) damage of the adjoined type on a failed save, or half as much damage on a successful save.
Actions
Sap Warmth. Ranged Weapon Attack: +6, Reach 20ft, one target. Hit: 7 (1d6 + 4) Cold Damage. The target must make a Constitution saving throw or lose 5ft movement speed until their next short or long rest.
Synergy - Aching Aura. (Recharge 6). Each creature within +5 ft range must make a Constitution saving throw or take 9 (2d8) cold damage and lose 5 feet of movement until their next short rest on a failed save or 1/2 as much damage on a success and is not slowed. If a creature fails by 5 or more they gain 1 level of exhaustion.
I always thought Dust devils would be less... animate.
Dust Elemental
Large Elemental, Neutral
- Armour Class +4
- Hit Points +43 (5d10 + 15)
- Speed +15ft.
STR DEX CON INT WIS CHA -3 +8 +6 -1 +2 +0
- Damage Resistances Bludgeoning, Piercing
Into Dust. The elemental is invisible when lightly or heavily obscured.
Actions
Dust Storm. The elemental creates a 10-foot wide 30-foot tall cylinder of swirling dust centred on itself for 1 minute. Creatures within this are lightly obscured. When a creature enters this for the first time on their turn or starts their turn in it they take 5 (1d10) bludgeoning damage.
Synergy - Sandstorm. (Recharge 6). Each creature within a +15ft radius must make a Constitution save or take 5 (1d10) bludgeoning damage and be blinded until the end of the elemental's next turn on a failure, taking 1/2 as much on a success and not being blinded. The area is also lightly obscured for the next minute.
When a creature enters this for the first time on their turn or starts their turn in it they take 5 (1d10) bludgeoning damage. (This stacks with dust storm.)
Earth Elemental
Large Elemental, Neutral
- Armour Class -1
- Hit Points +48 (5d10 + 20)
- Speed +0ft. Burrow 30ft.
STR DEX CON INT WIS CHA +8 -2 +8 -4 +0 +0
- Damage Immunities Piercing
Earth Glide. The elemental can burrow through non-magical unworked earth and stone leaving a tunnel behind.
Actions
Slam. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 14 (2d8 + 4) bludgeoning damage.
Synergy - Tremor. (Recharge 6). Each creature within a +10ft radius must make a strength saving throw or take 9 (2d8) bludgeoning damage and is knocked prone on a failure, on a success they take 1/2 as much damage and are not knocked prone. The area is then considered difficult terrain until cleared.
Well no-one said earth elementals were subtle, but, they could at least try to leave less of a mess.
Fire Elemental
Large Elemental, Neutral
- Armour Class +4
- Hit Points +38 (5d10 + 10)
- Speed +15ft.
STR DEX CON INT WIS CHA +0 +8 +5 +0 -1 +3
- Damage Immunities Fire
Fire Form. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire.
Actions
Touch. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 11 (2d6 + 4). If the target is a creature or a flammable object, it catches fire.
Synergy - Ignite. (Recharge 6). Each creature within a +15ft radius that is on fire explodes taking 16 (3d10) fire damage, the fire is then extinguished.
Force Elemental
Large Elemental, Neutral
- Armour Class +0
- Hit Points +13 (5d10 - 15)
- Speed +10ft.
STR DEX CON INT WIS CHA +2 +0 -3 +8 +1 +6
- Damage Immunities Force
Actions
Force Missile. Ranged Spell Attack: Automatic Hit, Range 120ft, three targets. Hit: 5 (1d4 + 3) Force damage.
Synergy - Quash. (Recharge 6). Each creature within a +300ft radius must make an intelligence saving throw, on a failure their movement speed becomes 0. Each creature may repeat the saving throw at the start of their turn, ending the effect on a success.
Reactions
Bring Down. When a creature hits the elemental with an attack the elemental may use its reaction to remove any flying speed whilst they are within 300ft.
With the fury the Aarakokra of the spire of air fought force elementals, you'd think Tanxi themselves was present.
Ice Elemental
Large Elemental, Neutral
- Armour Class +4
- Hit Points +23 (5d10 - 5)
- Speed +15ft.
STR DEX CON INT WIS CHA +0 +8 -1 +2 +2 -1
- Damage Resistances Cold, Piercing
Bitter Strikes. Any damage from this creature's melee attacks cannot be healed until the target spends at least an hour warming up or takes fire damage.
Actions
Ice Blade. Melee Weapon Attack: +7, Reach 5ft, two targets. Hit: 11 (2d6 + 4) cold damage.
Synergy - Glaciate. (Recharge 6). Each creature within a +5ft radius must make a Dexterity saving throw on a failure taking 14 (4d6) cold damage and is knocked prone, taking 1/2 as much on a success and not being knocked prone.
Lightning Elemental
Large Elemental, Neutral
- Armour Class +4
- Hit Points +43 (5d10 + 15)
- Speed +25ft.
STR DEX CON INT WIS CHA -3 +8 +6 -3 -3 +6
- Damage Immunities Lightning
Discharge Shot. When the elemental is reduced to 0 hit points it immediately takes an action interrupting the current turn dying after this action.
Actions
Arc Lightning. Melee Weapon Attack: +7, Reach 10ft, one target. Hit: 8 (1d8 +4) Lightning damage. On a hit, this creature can use arc lighting again on a creature not damaged by arc lighting this turn within 10ft of the target.
Synergy - Spasm Strike. (Recharge 6). Each creature within a +10ft radius must make a Constitution saving throw on a failure taking 13 (3d8) lightning damage and cannot use their reaction until the end of the elemental's next turn. On a success the creature takes 1/2 as much damage and does not lose its reaction.
Magma Elemental
Large Elemental, Neutral
- Armour Class +1
- Hit Points +48 (5d10 + 20)
- Speed +10ft.
STR DEX CON INT WIS CHA +4 +2 +8 +0 +0 +2
- Damage Resistances Fire, Poison
Magmatic Body. When hit by a melee weapon attack the target takes 5 (1d10) fire damage. Any nonmagical weapon takes a permanent cumulative -1 penalty to damage rolls, if the penalty drops to -5 the weapon is destroyed.
Actions
Slam. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 9 (2d6 + 2) fire damage
Synergy - Pyroclast. (Recharge 6). Each creature within a +10ft radius must make a Constitution saving throw on a failed save taking (2d10) fire damage or 1/2 as much on a success. In addition, the area melts and ignites dealing 2 (1d4) fire damage for each 5ft moved.
Necrotic Elemental
Large Elemental, Neutral
- Armour Class +0
- Hit Points +48 (5d10 + 20)
- Speed +0ft.
STR DEX CON INT WIS CHA +0 +0 +8 +3 +3 +3
- Damage Immunities Necrotic
Curse of Necrosis. Creatures damaged by this elemental do not remove death saving throws when brought back up from 0 hit points. This effect ends after a long rest or if removed by the remove curse spell.
Actions
Wither. Melee Weapon Attack: +4, Reach 5ft, one target. Hit: 10 (2d8 +1) Necrotic damage or if the target is missing any of its hit points it also takes an additional 7 (1d12 + 1) Necrotic damage.
Synergy - Draw to death. (Recharge 6). Each creature within a +5ft radius takes necrotic damage equal to twice its number of hit die and each creature fails a death saving throw.
I've heard fights with these described as a quick way to a meeting with Zanon. After my most recent encounter, I can certainly see why...
Ooze Elemental
Large Elemental, Neutral
- Armour Class +3
- Hit Points +43 (5d10 + 15)
- Speed +10ft.
STR DEX CON INT WIS CHA +8 +6 +6 -2 -2 +0
- Damage Resistances Bludgeoning, Poison
Liquid Form. It can move through a space as wide as 1 inch without squeezing.
Seeping Ooze. The elemental scores a critical hit on a roll of 19 or 20.
Actions
Gunk Shot. Range Weapon Attack: +7, Range 30ft, one target. Hit: 14 (4d4 + 4) Acid damage on a critical hit the target is also poisoned for 1 minute or until they submerge themselves in water.
Synergy - Embalm. (Recharge 6). Each creature within a +10ft radius must make a Strength saving throw taking 20 (8d4) acid damage on a failure or 1/2 as much on a success. In addition, the area is difficult terrain until the area is washed.
Reactions
Slip or Stick. When the elemental hits the target with an attack the target must make a dexterity saving throw or the elemental may either grapple them or knock the prone.
Poison Elemental
Large Elemental, Neutral
- Armour Class +1
- Hit Points +48 (5d10 + 20)
- Speed +15ft.
STR DEX CON INT WIS CHA -2 +3 +8 +3 +6 -1
- Damage Immunities Poison
Gaseous Binding. When the elemental is at 1/2 or fewer hit points it's attacks deal an extra 3 (1d6) poison damage.
Actions
Poison Cloud. Melee Weapon Attack: +6, Reach 5ft, eight targets. Hit: 10 (2d6 + 3) Poison damage.
Synergy - Envonmate. (Recharge 6). Each creature within a +10 radius must make a Constitution saving or become poisoned for 1 minute. Creatures poisoned this way take 7 (2d6) poison damage at the end of their turn and then may repeat the saving throw.
Reactions
Deflating Pulse. When a creature within 10ft fails a saving throw the elemental may use its reaction to deal 10 (3d6) poison damage to the creature and the elemental. The damage to this elemental cannot be prevented or reduced.
Psychic Elemental
Large Elemental, Neutral
- Armour Class +0
- Hit Points +28 (5d10 + 0)
- Speed +0ft.
STR DEX CON INT WIS CHA +0 +0 +0 +6 +6 +6
- Damage Immunities Psychic
Actions
Migratic Bolt. Ranged Weapon Attack: +6, Reach 5ft, one target. Hit: 12 (2d8 + 3) and the creature has disadvantage on its next attack roll.
Synergy - Synapse Break. (Recharge 6). Each creature within a +15ft must make a Wisdom saving throw. On a failure, the creature must use its reaction to move its movement speed and make a weapon attack against the nearest creature.
Reactions
Deceiving Switch. Whenever any number of creatures fail a saving throw within 60ft the elemental may use its reaction to swap the places of each of those creatures and the elemental.
Decidingly annoying to fight, and even worse for positioning, can't say I'm enthused to be studying this one.
Radiant Elemental
Large Elemental, Neutral
- Armour Class -1
- Hit Points +43 (5d10 + 15)
- Speed +10ft.
STR DEX CON INT WIS CHA +6 -1 +6 -1 +0 +8
- Damage Immunities Radiant
Actions
Radiant Guidance. Ranged Spell Attack: +7, Reach 5ft, one target. Hit: 14 (3d6 + 4) radiant damage, the next attack roll made against this target before the end of the elemental's next turn has advantage.
Synergy - Overexpose. (Recharge 6). Each creature within a +10 foot radius must make a Constitution saving throw. On a failure, the creature takes 10 (3d6) and is blinded until the end of the elemental's next turn.
Reactions
Radiance Siphon. Whenever a creature is within 60 feet that creature does not heal and instead the elemental heals equal to the amount that would be healed.

Steam Elemental
Medium Elemental, Neutral
- Armour Class +4
- Hit Points +38 (5d10 + 10)
- Speed +20ft.
STR DEX CON INT WIS CHA -1 +8 +5 +0 +0 +3
- Damage Resistances Fire, Poison
Steam Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as wide as 1 inch without squeezing.
Feed on Fire If the Elemental takes fire damage, its size increases by one category. While Large or bigger, the elemental makes Strength checks and Saving Throws with Advantage. If the elemental starts its turn at Gargantuan size, the energy of the elemental releases in the form of an explosion. Each creature within 30 ft. of the elemental makes a Dexterity Saving Throw, taking 21 (6d6) fire damage on a fail or half as much on a success. Its size returns to Medium.
Actions
Scalding Slam. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 15 (2d10 + 4) Fire Damage.
Synergy - Pressure Burst. (Recharge 6). Each creature in a +10ft radius must make a Strength saving throw taking 16 (3d10) fire damage on a failed saving throw and being pushed 20 feet away. Taking 1/2 as much on a success and not being pushed away.
Thunder Elemental
Large Elemental, Neutral
- Armour Class +4
- Hit Points +48 (5d10 + 20)
- Speed -15ft.
STR DEX CON INT WIS CHA +8 +0 +8 +0 +0 +0
- Damage Immunities Thunder
Actions
Thunderous Step. The elemental teleports up to 30ft. Creatures within 5ft of the elemental take 13 (2d8 + 4) thunder damage.
Synergy - Roaring Boom. (Recharge 6). Each creature within a +10 foot radius must make a constitution saving throw, on a failure taking 12 (3d8) thunder damage and being deafened for 1 minute. On a success taking 1/2 as much damage and not being deafened.
Reactions
Steal Thunder Whenever a creature within 5ft is damaged by the elemental it may use its reaction to silence the creature until the start of the elemental's next turn.
Water Elemental
Large Elemental, Neutral
- Armour Class +2
- Hit Points +48 (5d10 + 20)
- Speed +15ft.
STR DEX CON INT WIS CHA +8 +4 +8 -3 +0 -2
- Damage Immunities Poison
Liquid Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as wide as 1 inch without squeezing.
Actions
Drowning grapple. Melee Weapon Attack: +7, Reach 5ft, one target. Hit: 8 (1d8 + 4) Bludgeoning damage. Creatures hit this way are grappled and are unable to breathe unless they can breathe water.
Synergy - Whelm. (Recharge 6). Each creature within a +5 foot radius must make a strength saving throw on a failure taking 13 (2d8 +4) cold damage, if the creature is grappled by the elemental they lose 3 (1d6) minutes of air. On a success, the creature takes 1/2 as much damage and loses 1/2 as much air.
The outbreak of the water/cold elementals at the Spire of the Sea numbered as the least dangerous to the local tritons.
Elementals
Abound
Throughout Mystanzia elementals emerge, changing, mutated, warped and influenced by the elemental energy of the 19 elemental planes. Merged into strange new forms the spires of Nizen seek to catalogue and investigate this new phenomena, seeking ways if not to stop this new threat, but to at least stem the tide.
Find within a guide to the 19 different types of elemental that can merge into 171 combinations. Be wary and plan, know their strengths and weakness', as truly you could encounter anything...
For use with the fifth edition Player's Handbook, Dungeons Master's Guide, and Monster Manual.
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