b'Elemental, Magnetic \n'b'  Family:   Elementals  \n'b'  Large   elemental ,  neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  95 (10d10 + 40)  Speed  30 ft., burrow 20 ft., fly 20 ft. (hover)\n'b' STATS STR: 18 (+4) DEX:  12 (+1)  CON:  18 (+4)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  lightning, poison  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned ,  prone , unconscious  Senses   darkvision  60 ft., tremorsense 30 ft., passive  Perception  10  Languages  Terran  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Controlled Polarity . The magnetic elemental has advantage on  attack  rolls against a creature if the creature is wearing metal armor. A creature attacking the magnetic elemental with a metal weapon while within 10 feet of it has disadvantage on the  attack  roll. \n'b'  Magnetism . When the magnetic elemental moves, Medium and smaller metal objects that aren\xe2\x80\x99t being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elemental\xe2\x80\x99s space, the item sticks to the elemental. A successful DC 15  Strength  check removes a stuck item from the  elemental . Objects made of gold and silver are unaffected by this trait. \n'b'  Actions \n'b'   Multiattack . The magnetic elemental makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'  Magnetic Pulse (Recharge 4-6) . The magnetic elemental releases a magnetic pulse, choosing to pull or push nearby metal objects. Objects made of gold or silver are unaffected by the elemental\xe2\x80\x99s Pulse.\n'b'\n'b'   Pull . Each creature that is wearing metal armor or holding a metal weapon within 5 feet of the magnetic elemental must succeed on a DC 15  Strength  saving throw or the metal items worn or carried by it stick to the magnetic elemental. A creature that is made of metal or is wearing metal armor and that fails the saving throw is stuck to the elemental and  grappled  (escape DC 15). If the item is a weapon and the wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is stuck to the elemental and  grappled  (escape DC 15). A stuck object can\xe2\x80\x99t be used. Grappled and stuck creatures and objects move with the elemental when it moves. A creature can take its action to remove one creature or object from the elemental by succeeding on a DC 15  Strength  check. The magnetic elemental\xe2\x80\x99s Armor Class increases by 1 for each creature  grappled  in this way. \n'b'  Push . Each creature that is wearing metal armor or holding a metal weapon within 10 feet of the elemental must make a DC 15  Strength  saving throw. On a failure, a target takes 21 (6d6) force damage and is pushed up to 10 feet away from the elemental. On a success, a target takes half the damage and isn\xe2\x80\x99t pushed. A creature  grappled  by the elemental has disadvantage on this saving throw. \n'b'\n'b'  About \n'b' The large, smooth rock stands, the air around it humming with energy. As it walks, nearby daggers, lanterns, and buckled boots move to follow it. \n'b' Magnetic elementals spontaneously appear where the Plane of Earth meets the Plane of Air. They are magnetized, rocky creatures capable of switching their polarity to repel attacks and pull enemies closer. \n'b'  Smooth Stone . Magnetic elementals are worn smooth by the elemental air that creates them. They are able to harness this air to fly, and, when on the Material Plane, they occupy areas where vast swaths of stone are exposed to the sky, such as mountain peaks and deep canyons. \n'b'  Iron Summons . Spellcasters who want to conjure a magnetic elemental must mix iron shavings into the soft clay. Such spellcasters must take caution, however, as the elementals often inadvertently attract the armor and weapons of those nearby. \n'b'  Elemental Nature . The magnetic elemental doesn\xe2\x80\x99t require air, food, drink, or sleep.'