Huge Elemental, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 147 (14d10 + 50)
Speed 50 ft.
STR
14 (+2)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +8, CON +11
Skills Deception +7
Damage Resistances Lightning
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Grappled, Paralyzed, Restrained
Senses Darkvision, Passive Perception 18
Languages Common, Ignan, Primordial
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Searing Aura. Anyone who is standing within 10ft of the Ancient Fire Elemental must succeed on a DC20 Constitution Save or take 2D8 fire damage at the start of each of their turns within the aura.

Containment Loss. The Ancient Fire Elemental has lost some of the energy it uses to contain its physical being. Because of this, the Ancient fire elemental has a 20% chance to spawn another fire elemental when hit with a melee or ranged attack. Something must physically hit the Ancient Fire elemental for this to take place. Roll a D8 for each physical hit. On an 8, the Ancient Fire Elemental spawns another Fire Elemental

Elemental Master. The Ancient Fire Elemental has such a mastery of fire that it can bypass anyone who has a resistance to fire damage. If a creature has immunity to fire damage, it instead only has resistance. In addition, any fire damage that would normally be taken by the Ancient Fire Elemental will heal it for the same amount instead. 

Actions

The Ancient Fire Elemental makes three (3) attacks, two (2) melee attacks and one (1) ranged attack.

Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 10 (3d6 + 6) [fire] damage. 

Ball of Magma. Ranged Weapon Attack: +10 to hit, range 30/60 ft., 20ft area. DEX save 17 Hit: 10 (3d6 + 6) [fire] damage. When the Ancient Elemental throws a ball of magma at an area, the ball of magma explodes, hurting anyone in a 20ft radius upon a failed DEX save. Or half damage on a successful save. The magma stays in the spot that it landed and makes the area covered in an inch of magma for 2 rounds. Creatures trying to pass through this area will take 6d10 fire damage, this area is also considered difficult terrain. 

Legendary Actions

The Ancient Fire Elemental has 3 legendary actions per turn.

Volcanic Eruption (Costs 3 Actions). The Ancient Fire Elemental loses it's form and turns into a pool of magma covering a 35ft area, this lasts for one action, and the Ancient Fire Elemental can reform in any point of the 35ft area. Anyone less than 10ft from the outside of the area can make a DEX Saving throw to avoid the pool. Anyone who fails their saving throw or who is further away than 10ft from the outside of the area takes 6d10 fire damage and is set on fire. A creature set on fire can use it's action to put themselves out, or another creature can douse it with a nonflammable liquid. Until the fire is put out, the creature takes 5 (1d10) fire damage on the start of each of their turns.

After the Ancient Fire Elemental has used Volcanic Eruption, it cannot use it again until it completes a long rest. 

Touch (Costs 1 Action). The Ancient Fire Elemental makes 2 touch attacks against a creature.

Ball of Magma (Costs 2 Actions). The Ancient Fire Elemental makes a Ball of Magma attack against a creature within range. 

Description

The Ancient Fire Elemental has been sent to the bottom of the Sea of Fire, and because of that it has taken on a new visage, not made from flames but made from magma. Gallons of magma swirl through this huge creature, dripping off of it constantly. 

Lair and Lair Actions

Located in old maintenance tunnels that reach underneath the Sea of Fire in the Fire Elemental Plane, the lair of the Ancient Fire Elemental is made out of brass, with flowing magma pools coming off of the walls. It stands in the middle of it's lair, in a magma pool that leads down into the Sea of Fire. It is here where worshippers and cultists come to make their journey into the flame, and will be reborn after shedding all of their worldly possessions.  

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Fire Elemental takes a lair action to cause one of the following effects; the Ancient Fire Elemental can’t use the same effect two rounds in a row:

  • Spawn Cultists. The Ancient Fire Elemental calls out for the cultists from the Sect of Undying Light. Spawns 2d6 Azers in random places around the room. 
  • Geysers of Flame. The Ancient Fire Elemental makes 3 geysers of flame erupt out of the ground, pushing large or smaller creatures 20ft into the air, usually hitting them on the ceiling for 2d6 bludgeoning damage as well as 2d6 fire damage. 

 

Monster Tags: Elemental

Habitat: Desert

RebelliousFaith

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