Huge Elemental, Neutral
Armor Class 18 natural armour
Hit Points 250 (20d12 + 120)
Speed 40 ft., burrow 30 ft., swim 30 ft., fly 40 ft.
STR
24 (+7)
DEX
18 (+4)
CON
23 (+6)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60ft., Tremorsense 60ft., Passive Perception 10
Languages Primordial (all dialects)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Elemental Hybrid Forms. While burrowing, the elemental can't use an air attack; while flying, it can't use an earth attack; while swimming, it can't use a fire attack; if surrounded by fire, it can't use a water attack. If it is on one of the Elemental Planes, attacks featuring that element have advantage (or creatures have disadvantage on saves against it, depending on the attack used).

Illumination. The elemental sheds bright light for 30 feet and dim light for a further 30 feet.

Freeze. If the elemental takes cold damage, its water parts begin to freeze; its swimming speed is reduced to 20 ft., and its Ice Spike attack has advantage.

Actions

Special Attacks. The chaos elemental attacks in a different way to other creatures. It has eight tags - two Earth, two Fire, two Air and two Water. When it uses one of its attack options, this costs a certain number of tags. The elemental can't make an attack if it doesn't have the necessary tags remaining. Used tags reappear at the start of each of the elemental's turns.

Air Slam (A). Melee Weapon Attack. +9 to hit, reach 10 ft., 1 target. Hit: 2d8+4 bludgeoning damage.

Earth Slam (E). Melee Weapon Attack. +12 to hit, reach 5 ft., 1 target. Hit: 2d8+7 bludgeoning damage.

Fire Touch (F). Melee Weapon Attack. +9 to hit, reach 10 ft., 1 target. Hit: 2d6+4 fire damage, and the target catches fire, taking 1d10 fire damage each round until extinguished with an action.

Water Slam (W). Melee Weapon Attack. +12 to hit, reach 5 ft., 1 target. Hit: 2d8+7 bludgeoning damage.

Dust Storm (A+E). Each creature in a 10 foot radius circle, one edge of which must touch the elemental's space, must make a DC 20 Str saving throw. On a failure, the target takes 3d8+7 bludgeoning damage and is blinded until the start of the elemental's next turn; it is flung up to 30 feet away from the elemental and knocked prone. On a success, the target takes half the bludgeoning damage and isn't blinded, flung or knocked prone.

Ice Spike (A+W). The elemental grows a long spike of ice, acting as a line 15 feet long in a direction the elemental chooses. It makes attack rolls with a +9 bonus against all creatures in that line; any creature so impaled takes 2d6+4 piercing damage and 1d8 cold damage, and is restrained until the ice melts at the start of the elemental's next turn.

Magma Splash (E+F). Ranged Weapon Attack. + 9 to hit, range 20/60 ft., one target. Hit: 1d10+4 bludgeoning and 3d6 fire damage, and the target catches fire as in Fire Touch.

Mud Choke (E+W). Each creature in a 10 foot radius circle, one edge of which must be in contact with the elemental's space, must make a DC 20 Str save. On a success, it is pushed out of the space (if this is not possible, the save fails automatically). On a failure, the creature takes 3d8+7 bludgeoning damage and is grappled (escape DC 20), restrained, blinded and unable to breathe. The elemental can grapple 1 Huge creature, 2 Large or 4 Medium or smaller in this attack, and they automatically take the damage if it uses the same attack on a subsequent turn. A DC 20 Strength check is required to pull something out of the elemental.

Smoke Cloud (A+F). The elemental exhales a 30-foot cone of smoke. Any creature in it must make a DC 19 Con save or be blinded, poisoned and unable to breathe until the start of the elemental's next turn.

Steam Scald (F+W). The elemental spits out steam and boiling water in a 30-foot cone. Each creature in it must make a DC 19 Con save, taking 4d6 fire damage or half as much on a successful save. Being underwater doesn't grant resistance against this fire damage.

Pumice Bomb (A+E+F). This has a 50-foot range: all creatures in a 20-foot radius circle centred on a point within range must make a DC 19 Dex save, taking 4d8 piercing damage and 2d6 fire damage on a failure or half as much on a success. The volcanic rock shatters due to the build-up of gases within it, sending hot, razor-sharp rock shards flying everywhere.

Permafrost (A+E+W). All creatures within 10 feet of the elemental must make a DC 19 Con save, taking 4d10 cold damage and being restrained until the start of the elemental's next turn. On a success, the creatures take half as much cold damage and aren't restrained. While a creature is restrained, it has vulnerability to cold damage, immunity to fire damage, and resistance to nonmagical bludgeoning, piercing and slashing.

Geyser (A+F+W). A column of scalding water 10 feet in diameter bursts up under a point within 50 feet of the elemental. Any creature in its radius must make a DC 19 Con save, taking 5d8 bludgeoning and 2d8 fire damage on a failure or half as much on a success, and is lifted 30 feet into the air by the water.

Fumarole (E+F+W). A fumarole explodes within 30 feet of the elemental, coating all creatures within 15 feet of this point with sulphurous mud. They must make a DC 19 Dex save or be restrained, blinded and unable to breathe until the start of the elemental's next turn. They also take 3d8 fire damage and 4d8 bludgeoning damage, or half as much on a success.

Elemental Blast (A+E+F+W). Melee Weapon Attack: +12 to hit, range 5 feet, all creatures within 5 feet of the elemental. Hit: 2d6 fire damage, 1d6 lightning damage, 1d6 thunder damage, 2d6 cold damage and 4d8+7 bludgeoning damage.

Description

Chaos Elementals can be found on any of the elemental planes near to the central Elemental Plane of Chaos, but are unstable and tend to break up into smaller elementals after a few weeks. They can be formed on the Material Plane by magically binding all four types of elemental together into a single huge mass; because this binds the elemental creatures with their opposites, however, this is rarely done as the hybrid elemental tends to rebel against its creator.

A chaos elemental looks like a 20-foot tall mass of ill-fitting and misconjoined elements. Fire bursts from beneath its earthen plates, and water and air gush from its hundreds of eyelike and mouthlike orifices. They are sufficiently powerful to reshape the elements making up the planes around them to their will.

Percival_DAuvignon

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