Gargantuan Elemental, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 60 ft., burrow 50 ft., climb 50 ft., swim 80 ft.
STR
26 (+8)
DEX
17 (+3)
CON
25 (+7)
INT
12 (+1)
WIS
10 (+0)
CHA
19 (+4)
Saving Throws STR +15, DEX +10, WIS +7, CHA +11
Damage Immunities Acid, Cold, Fire, Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Tremorsense 120 ft., Passive Perception 10
Languages Abyssal, Primordial, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Chaos Form. The elemental ignores movement restrictions caused by the elements. At the start of each of its turns, each creature within 5 feet of it takes 3 (1d6) fire damage plus 3 (1d6) acid damage, 3 (1d6) cold damage, 3 (1d6) lightning damage, and 3 (1d6) thunder damage. A creature also takes this damage when it touches the elemental or hits it with a melee attack while within 5 feet of it.

Fiendish Hybrid. The elemental is also a fiend (demon).

Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.

Siege Monster. The elemental deals double damage to objects and structures.

Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.

Magic Weapons. The elemental's weapon attacks are magical.

Actions

Multiattack. The elemental makes four attacks: a fling, a scorch, a slam, and a smash attack.

Fling. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 4 (1d8) thunder damage, and the target must succeed on a DC 20 Constitution saving throw or be pushed 30 feet in a direction of the elemental's choice and deafened until the end of the target's next turn. Unsecured objects of size Huge or smaller are pushed automatically.

Scorch. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (5d8) fire damage, and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.

Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 4 (1d8) cold damage, and the target is grabbed by the water arm (escape DC 20) and restrained while it is grabbed.

Smash. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.

Transmute (Recharge 5–6). The elemental alters the form of each creature and object within 30 feet of it to confuse the elements. Ground, water, and air in the area is transformed to slurry: heavily obscured water that is difficult terrain. Each other creature and object in the area must make a DC 20 Constitution saving throw. On a failed save, a target takes 32 (5d12) force damage and is stunned until the end of its next turn. On a success, it takes half damage and isn't stunned.

Legendary Actions

The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.

Destructive Wrath. The elemental makes two melee attacks using different weapons. The attacks must be made against objects or structures.

Howl of Terror (Costs 2 Actions). The elemental roars with primordial fury that resonates in the soul. Each creature of the elemental's choice that is within 120 feet of the elemental must make a DC 20 Wisdom saving throw. On a failed save, a creature is frightened until the end of its next turn. On a success, a creature becomes immune to the elemental's Howl of Terror for the next 24 hours.

Primordial Flow (Costs 2 Actions). The elemental moves its speed without provoking opportunity attacks. For this move, it can enter a hostile creature's space and it can move through a space as narrow as 1 inch wide without squeezing, but it can't end the movement in such a place. The first time it enters a creature's space during this movement, the creature takes damage from the elemental's Chaos Form trait.

Description

Only rarely does an elemental of three elements survive the fusion of the fourth missing element. Each kind of tri-elemental is menaced by the remaining element, so most infusions of that element will be lethal. However in very rare cases, all four elements can be combined in the body of a single elemental, transforming it into an embodiment of pure chaos and destruction: a fiendish elemental called a chaos elemental.

A chaos elemental's body is a primordial tempest of all four elements, constantly swirling and fighting each other, creating hybrid elements that quickly dissolve into the four elements again. Anywhere from four to twelve arms may emerge from the roiling elemental body, with each arm formed almost entirely out of one of the four elements, usually at least one arm for each element. A chaos elemental contains the element of air but is too heavy with other elements to be able to fly.

Force of Destruction. The combination of so many opposed elements and hybrid elements fighting for dominance within the elemental is the complete suffusion of the elemental with malevolent chaotic energy. Because of this, chaos elementals are elemental demons, attuned to the Abyss and driven to cause destruction, madness, pain, and death. From the moment of their birth, these 

elementals roam across creation, destroying all in their path. Only the most cunning of villains can harness the wrath of a chaos elemental without bringing destruction on themselves in the process, but that doesn't prevent the many demon lords of the Abyss or the archdevils of the Nine Hells from trying.

Elemental Cauldrons. Inside a chaos elemental's body, all kinds of bizarre transmutations and infusions are constantly occurring. Legends say that any material, no matter how rare, magical, or impossible, could form inside these living laboratories.

Hybrid Elementals

The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements.

Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements.

Monster Tags: DemonfiendElemental

Habitat: Mountain

BenevolentEvil

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