Chaotic Nature. The elemental is immune to any effect that would give another creature control over it's alignment. In addition, it can change it's alignment to any chaotic alignment at will.
Maelstrom. The elemental makes four attacks, each with a different target.
Air Blast. Ranged Weapon Attack: +5 to hit, range 20/120 ft., one target. Hit: 1d12 thunder damage.
Earth Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 bludgeoning damage.
Fire Bolt. Ranged Weapon Attack: +5 to hit, range 30/320 ft., one target. Hit: 1d8 fire damage.
Water Wave. All creatures within 10 feet of the elemental must make a DC 12 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save and being pushed 15 ft. away from the elemental.
Description
Chaos elementals are created by powerful evokers as mighty instruments of chaos and destruction. They harness the power of all four elements into a deadly maelstrom that nothing but the most powerful creatures can stop.
Superior Defenses. Chaos elementals are made to be resistant to any attack an adversary could possess. They are resistant to the strikes of weapons and spells alike, which makes them next to invincible against many enemies.
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