Celestial Hybrid. The elemental is also a celestial.
Death Burst. When the elemental dies, it explodes in a burst of accumulated death energy. Each creature within 120 feet of it must make a DC 22 Constitution saving throw, taking 20d10 necrotic damage on a failed save, or half as much damage on a successful one. For the next 100 years, plants will not grow in the area (dispelled as a 9th-level spell).
Great Avoidance. If the elemental is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attacks targeting the elemental are made with disadvantage.
Great Illumination. The elemental sheds bright light in a 60-foot radius and dim light for an additional 60 feet. In addition, when the elemental enters an area of darkness that was created by a spell or starts its turn within such an area, that spell is dispelled.
Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.
Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.
Omnisight. The elemental can see through walls, floors, ceilings, and other opaque, nonliving materials within the radius of its truesight as if they were translucent, including undead and constructs. Its line of sight can't be blocked by any materials that appears translucent to it, and it can hear all things within the area as if there were no obstructions between it and the sound. Its vision can only be blocked by an anti-magic field or a spell of 9th-level or higher.
Radiant Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, any creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 13 (3d8) radiant damage.
Vitality Aura. The elemental exudes an aura of life energy that extends 30 feet out from it. Each other creature of the elemental's choice that starts its turn in the aura regains 11 (2d10) hit points. Creatures in the aura also have resistance to necrotic damage and advantage on death saving throws. Constructs and undead are immune to the effects of this trait, except that each undead that ends its turn in the aura takes 11 (2d10) radiant damage.
In addition, the ground within 60 feet of the elemental is constantly blooming with mundane plants, permanently becoming difficult terrain. They grow spontaneously upon any earth within the aura, without seed, sunlight, or water, and tiny insects also spawn upon their leaves. Each plant that ends its turn in the aura is also affected by the long-term benefits of the plant growth spell.
Multiattack. The elemental makes three Infuse attacks.
Infuse. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d10) radiant damage plus 5 (1d10) acid damage, 5 (1d10) cold damage, 5 (1d10) fire damage, 5 (1d10) lightning damage, and 5 (1d10) thunder damage.
Pulse. The elemental releases a blast of cosmic energy in a line 100 feet long and 10 feet wide. Each creature in the blast must make a DC 20 Dexterity saving throw, taking 5d10 radiant damage plus 5d10 force damage on a failed save, or half as much damage on a successful one.
Teleport. The elemental magically teleports up to 150 feet to an unoccupied space that it can see.
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.
Restoration. The elemental fills one other creature that it can see within 120 feet with positive energy. The target regains 30 hit points, or takes 30 radiant damage if it is an undead. Constructs are immune to this effect.
Reformation (Costs 2 Actions). The elemental uses its Teleport action and regains 30 hit points.
Chorus of Belonging (Costs 2 Actions). The elemental sings a chord of celestial yearning that resonates in the soul. Each other creature of the elemental's choice within 120 feet of the elemental must make a DC 20 Wisdom saving throw. On a failed save, a creature is teleported to an unoccupied space within 10 feet of the elemental and it is charmed by the elemental until the end of its next turn. On a success, a creature is not teleported and it can't be charmed by the elemental for the next 24 hours.
Description
When all four elements are united in a single elemental by an act of celestial providence or divine magic, it can transform into a being united by law instead of chaos. Rather than a chaos elemental, the creature is reborn as an avatar of law and creation: an elemental celestial that mortal tales refer to as a unity elemental.
A unity elemental looks like a living star plucked from the heavens and placed in the physical world. The core of the elemental is a fist-sized sphere of golden celestial light. The light from the sphere illuminates the cloud of cosmic dust and ethereal essence that makes up the elemental's outer body. Among the cloud, motes of pure elemental material (air, earth, fire, and water) circle in the cloud through regular orbits about the core.
Life and Death. Where a unity elemental goes, life flourishes. As a being of pure creation, the elemental binds the elements together to form the vital energy of life itself, and by its very nature, spreads this energy to all those around it. Because the elemental is a creature of balance, it also creates death in the form of necrotic energy. However, the order that binds the elemental keeps the necrotic energy safely locked away inside the elemental's core, where it will build and build until the elemental dies, and the core can no longer contain it. This results in the elemental's necrotic death burst.
Celestial Wisdom. These hybrids of celestial and elemental nature are keenly intelligent and immensely wise, with an angelic capacity to win the hearts of others. Despite this, unity elementals rarely have particular affectations, desires, or goals of any kind. Most are content to simply exist in whatever realm they spawned within. Yet the nature of their birth means that unity elementals are almost never spontaneously formed. Whatever holy being acted to create the unity elemental usually has a plan for it. Chaotic orders may be spurned, but this elemental is a lawful being and usually tries to fulfill their creator's purpose.
Some unity elementals travel, either after they have fulfilled their original purpose or if they shirked their creator's destructive commands. Many end up in the lawful realm of Mechanus, the Plane of Order, helping others to carry out laws and contracts. Most stay within the celestial realm they were born in, continuing to perform tasks for lawful deities and angels, usually acting as special emissaries to the other Outer Planes.
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.
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