I have been running this game for over a year now. We are getting to the end of the campaign and the players are seeking an artifact. They find out that an evil lava elemental has the artifact. I created this monster to be the boss. He has minions and the abilitie to call more if need be. I just want to know if people think 3 lvl 18 players with a #%$# ton of magic items would push it over or have a real tough time.
VOLCANIC ELEMENTAL Gargantuan elemental, Neutral evil Armor Class 21 (natural armor) Hit Points 391 (23d20 + 161) Speed 20ft., burrow 10ft. STR 27 (+8) DEX 7 (-2) CON 24 (+7) INT 5 (-3) WIS 10 (+0) CHA 5 (-3) Damage Resistances: lightning, bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities: Fire, Poison. Condition Immunities: Exhaustion, Grappled, paralyzed, petrified, poisoned, unconscious , charmed Senses darkvision 120ft., tremorsense 60ft., passive Perception 10 Languages Terran, ignan Challenge 22 (30,000 XP) Molten Form. The elemental can move through a space as narrow as 10 feet wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet 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 must make a DC 21 Strength saving throw, becoming restrained on a failure. When the creature begins its turn while restrained in this way, it takes 5 (2d10) fire damage. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage Siege Monster. The elemental deals double damage to objects and structures. Legendary resistance: 3 a day ACTIONS Multiattack. The elemental makes three slam attacks or two Magma Ball attacks. Slam. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 20 (3d8 + 8) bludgeoning damage plus 10 (1d10) fire damage. If the target is a creature it is set on fire and takes 1d10 fire damage at the start of its turn. Magma Ball: Thrown Weapon Attack: +13 to hit, range 80/240ft., one target. Hit: 10 (2d10) fire damage plus 10 (2d10) bludgeoning damage. Evaporate Moisture (Recharges on 5-6): The elemental releases a wave of intense heat in a 90ft cone. Every creature in the area must make a CON Saving throw DC21. On a failure, the target takes 10d10 Necrotic damage and takes a point of exhaustion or half as much on a successes and is not exhausted. Legendary actions 3 per round SLAM: the elemental makes a melee attack. MAGMA BALL: the elemental makes a ranged attack. SUMMON (COST 2): the elemental summons 3 magma mefits or 3 magmin
It's maybe a bit slow? Consider either making it 30 to keep up with the average PC or make its ranged attack more punishing (area of effect perhaps) than the melee damage, to encourage/reward engaging at close quarters over the temptation to kite.
Thanks. I switched the range attack for something close to the death knights Hellfire orb. I turned down the damage but kept the attack to twice a turn. Bumped up the movement and burrow speed to 25ft each and gave the recharge attack a little more damage to match a young red dragon breath weapon, keeping the exhaustion on a failure.
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I have been running this game for over a year now. We are getting to the end of the campaign and the players are seeking an artifact. They find out that an evil lava elemental has the artifact. I created this monster to be the boss. He has minions and the abilitie to call more if need be. I just want to know if people think 3 lvl 18 players with a #%$# ton of magic items would push it over or have a real tough time.
VOLCANIC ELEMENTAL
Gargantuan elemental, Neutral evil
Armor Class 21 (natural armor)
Hit Points 391 (23d20 + 161)
Speed 20ft., burrow 10ft.
STR 27 (+8) DEX 7 (-2) CON 24 (+7)
INT 5 (-3) WIS 10 (+0) CHA 5 (-3)
Damage Resistances: lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: Fire, Poison.
Condition Immunities: Exhaustion, Grappled, paralyzed, petrified, poisoned, unconscious , charmed
Senses darkvision 120ft., tremorsense 60ft., passive Perception 10
Languages Terran, ignan
Challenge 22 (30,000 XP)
Molten Form. The elemental can move through a space as narrow as 10 feet wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet 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 must make a DC 21 Strength saving throw, becoming restrained on a failure. When the creature begins its turn while restrained in this way, it takes 5 (2d10) fire damage.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage
Siege Monster. The elemental deals double damage to objects and structures.
Legendary resistance: 3 a day
ACTIONS
Multiattack. The elemental makes three slam attacks or two Magma Ball attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 20 (3d8 + 8) bludgeoning damage plus 10 (1d10) fire damage. If the target is a creature it is set on fire and takes 1d10 fire damage at the start of its turn.
Magma Ball: Thrown Weapon Attack: +13 to hit, range 80/240ft., one target. Hit: 10 (2d10) fire damage plus 10 (2d10) bludgeoning damage.
Evaporate Moisture (Recharges on 5-6): The elemental releases a wave of intense heat in a 90ft cone. Every creature in the area must make a CON Saving throw DC21. On a failure, the target takes 10d10 Necrotic damage and takes a point of exhaustion or half as much on a successes and is not exhausted.
Legendary actions
3 per round
SLAM: the elemental makes a melee attack.
MAGMA BALL: the elemental makes a ranged attack.
SUMMON (COST 2): the elemental summons 3 magma mefits or 3 magmin
Point of clarification. This the boss for this area not the end of campaign.
It's maybe a bit slow? Consider either making it 30 to keep up with the average PC or make its ranged attack more punishing (area of effect perhaps) than the melee damage, to encourage/reward engaging at close quarters over the temptation to kite.
Thanks. I switched the range attack for something close to the death knights Hellfire orb. I turned down the damage but kept the attack to twice a turn. Bumped up the movement and burrow speed to 25ft each and gave the recharge attack a little more damage to match a young red dragon breath weapon, keeping the exhaustion on a failure.