Huge Elemental, Chaotic Evil
Armor Class 20 Natural armor, magic armor, plate
Hit Points 664 (62d20 + 10)
Speed 90 ft., Fly 120 ft., Burrow 70 ft., Swim 70 ft., Climb 60 ft.
STR
30 (+10)
DEX
10 (+0)
CON
10 (+0)
INT
24 (+7)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +19, INT +16, WIS +9
Skills Arcana +12, Deception +10, Intimidation +28, Perception +27
Damage Immunities Acid, Cold, Fire, Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 80 ft., Tremorsense 80 ft., Passive Perception 17
Languages Abyssal, Celestial, Deep Speech, Giant Midancaros knew this language, Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Air Form. The elemental can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space, but he will lose his armor. A creature that hits the elemental with a range attack while without 20 feet and within 30 feet of it takes 5 (1d10) force damage. 

Fire form. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 9 (2d8) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 14 (2d12) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns.

Water Form. The elemental can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if water could pass through that space, but he will lose his armor. A creature that hits the elemental with a range attack while without 10 feet and whitin 20 feet of it takes 3 (1d6) force damage. 

Earth form. A creature that hits the elemental with a meelee attack while within 20 feet of it takes 10 (3d6) force damage. The first time it enters a creature's space on a turn, that creature takes 7 (2d6) force damage and ended up into an 30 feet square earthquake; until someone gets out of the area, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Amphibious. Argonasas can breathe air and water. 

Earth Glide. Argonasas can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Ice Walk. Argnasas can move across and climb icy surfaces. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Elemental terrain. An elemental square from 30 feet environs the elemental, this is counted as difficult terrain.

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

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

Siege Monster. Argonasas deals double damage to objects and structures.

limited Magic immunity. Argonasas won't be affected by spells fom level 5 or lower unless Argonasas chooses to be affected.  

Regeneration. At the start of his turn, Argonasas heals 50 HP.

Magic weapons. Argonasas' attacks will be counted as magic.

Innate Spellcasting. Argonasas innate spellcasting ability is Intellegence (spell save DC 20, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Ice wall, Fire Storm, Argonasas' darkness, eye of argonasas.

2/ day: Bones of the earth, Delayed Blast Fireball, chain lightning.

3/ day: Meteor swarm, sunburst, Arcane hand, dark poisonball, summon elemental.

Special, at will: Colorfull tentacles

One eye. Argonasas has disadvantage on checks that rely on sight.

Actions

Multiattack. Argonasas makes a slam attack and two touch attacks.

Slam. Meelee attack: +17 to hit, range 20 ft. long, 10 ft. broad., max 3 targets. Hit: 36 (4d12 +10) bludgeoning damage.

Element attack. Meelee attack: +24 to hit, range 50 feet. 2 targets., Hit: 15 (2d6 +8) cold damage, 17 (2d6 +10) force damage, 19 (2d8 +10) bludgeoning damage, 21 (2d10 +10) fire damage. 

Touch. Melee Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) fire damage. 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 9 (2d8) fire damage at the start of each of its turns.

Dark feather. Ranged Attack: +14 to hit, range 60 ft., three targets. Each target which is hit by the feathers takes 10 (3d6) poison damage for every feather it's hit by, they will take the damage for the next four turns. If a creature has a strength below 15, he will take 5 (1d10) extra damage every turn.

Whirlwind (Recharge 5). Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 42 (12d6) bludgeoning damage and is flung up 40 feet away from the elemental in a random direction and knocked paralized and prone for two turns. If a thrown target strikes an object, such as a wall or floor, the target takes 10 (3d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked paralized and prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked paralized and prone.

Eruption (recharge 7). Each creature within 60 feet of Argonasas must make a DC 22 Strength saving throw. On a failure, a target takes 59 (5d10 +6) fire damage and is flung up to 30 feet away from the elemental in a random direction and knocked paralized and unconscious for two turns. If a thrown target strikes an object, such as a wall or floor, the target takes 14 (2d12) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked paralized, unconscious and incapacitated for two turns. 
If the saving throw is successful, the target takes half the fire damage and isn't flung away and knocked paralized and unconscious.

The 50 feet square is dispersed by Argonasas, the fire will spread with a speed of 20 feet in a turn. When a creature ends in the square, it have to make a DC 17 Strength saving throw, on a failure it will take 25 (2d10 + 15) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 14 (2d12) fire damage at the start of each of its turns. When the fire is doused, the creature won't take fire damage from the fire square the next two turns.
If the saving throw is succesful, the target takes half the fire damage. It takes 9 (2d8) fire damage at the start of each of its turns.
After 5 turns, the fire stops dispersing, the fire will only disapear when Argonasas dies or when he stops the attack.

Tsunami (recharge 5). Each creature within 30 feet of Argonasas must make a DC 22 Strength saving throw. On a failure, a target takes 39 (10d8) force damage and is flung 50 feet away from the elemental in a random direction and knocked paralized for one turn. If the target is thrown at another creature, that creature must succeed on a DC 22 Strength saving throw or take the same damage.
If the saving throw is successful, the target takes half the force damage and isn't flung away and knocked paralized.
Each creature within 60 feet of Argonasas must make a DC 17 Strength saving throw. On a failure, a target takes 30 (3d10 +7) force damage and is flung 20 feet away from the elemental in a random direction and knocked paralized for one turn. If the target is thrown at another creature, that creature must succeed on a DC 17 Strength saving throw or take the same damage.
If the saving throw is successful, the target takes half the force damage and isn't flung away and knocked paralized. When Argonasas wants to activate tsunami and eruption was active, the eruption disappears. 

Earthquake (recharge 7). Each creature within 20 feet of Argonasas must make a DC 22 saving throw. On a failure a target takes 75 (12d12 + 15) bludgeoning damage and is flung up to 60 feet away from the elemental in a random direction and knocked paralized, unconscious and restrained for three turns. If a thrown target strikes an object, such as a wall or floor, the target takes 17 (2d10 +6) bludgeoning damage for every 15 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked paralized, unconscious and restrained for two turns. 
If the saving throw is successful, the target takes half the bludgeoning damage and is flung away up to 20 feet away from the elemental in a random direction and knocked paralized for one turn. If a thrown target strikes an object, such as a wall or floor, the target takes 14 (2d12) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 10 Dexterity saving throw or take the same damage and be knocked paralized for one turn. 

Reactions

Take over. When a creature within 80 feet of Argonasas is hurt, Argonasas gains the HP the creature lost. When he attacks a creature by himself, he won't gain the lost HP from that creature.

Range resistance. When a ranged attack hurts Argonasas, he makes a DC 17 saving throw. On a failure, Argonasas takes al the damage. If the saving throw is succesful, he returns the attack and hits the original shooter. The shooter takes half damage.

Transformation. When Argonasas' elemental form dies, he transforms into Argonasas, undead form. When he transforms, he can teleport to a place in a 10.000 ft. radius.

Legendary Actions

Argonasas can take 3 legendary actions, choosing from the actions below. Argonasas regains his spent legendary action at the start of his turn.

 Rampage mode. Argonasas will go to his rampage mode with the following effects:

  1. All Argonasas' ways of movement increase with 40 feet.
  2. All Argonasas' attacks will do double damage.
  3. "limited Magic immunity. Argonasas won't be affected by spells fom level 5 or lower unless Argonasas chooses to be affected."  will change to:
    "limited Magic immunity. Argonasas won't be affected by spells fom level 7 or lower unless Argonasas chooses to be affected."
  4. Any creature that uses a meelee attack on Argonasas takes 72 (16d8) bludgeoning damage.
  5. Any creature that uses a ranga attack on Argonasas takes 52 (8d12) force damage.
  6. Argonasas doesn't have recharge while using his rampage mode.
  7. Argonasas won't have to recharge his attacks while using his rampage mode.

Complete control. Argonasas shoots a 90 feet cone with all four elements in it. Every creature in the cone takes 25 (5d10) force damage, 25 (5d10) fire damage, 25 (5d10) bludgeoning damage and 25 (5d10) cold damage. If a target is a flammable object, it ignites and turns to ashes immediately. If a target is a creature, it catches fire; until someone takes an action to douse the fire, the creature takes 25 (5d10) fire damage every turn.

The red lightning flash. Argonasas uses his red whirlwind with which he can control everybody he wants. With that power, he tries to break his enemies minds. All creatures in a 300 ft., radius will take 210 (20d20) psychic damage, this ignores resistance and immunity for psychic damage.

 

Mythic Actions

Argonasas can take 3 mythic actions, choosing from the actions below. Argonasas won't regain his spent mythic actions

Lost soul. Argonasas uses the emotions of Midancaros to let everyone feel his pain. every creature within a 100 ft., range takes 90 (16d10) psychic damage. This attack ignores resistance, but creatures with immunity won't feel anything

Demon gate. Argonasas can open a gate to another dimension, he can use this three times in a battle. When he went to the demon dimension, he heals 100 HP at once. Besides using it appart, he can stay there for three turns and return with 350 HP extra. When he returns from the gate, he can teleport to a place in a 90 ft., radius from the place where he went to the dimension. 

Hell's fire. Argonasas shoots a 60 feet cone with purple and black flames. Every creature in the cone takes 67 (7d12) fire damage. If the target is a flammable object or creature, it catches fire; until someone takes an action to douse the fire, the creature takes 25 (5d10) fire damage.

Description

As the 7th generation of Argonasas forms and mage of the high council he is a smart and calculating person. While he is in his elemental form he has a powerful body and strong attacks which he will use on the best moment. 

Argonasas' elemental form is actually a demon in the body of an extreme strong elemental. Before Argonasas took over the body from the elemental, his name was Midancaros. Midancaros was one of the strongest elementals in the universe, but later, when the battle against Argonasas started, he fell down, striked by a lightning flash.

When Midancaros woke up, he felt strange. Unlike before, he felt hate for everything that was surrounding him. When his wife paid him a visit, he wanted to kill her for things she had never done. She brought him his medicins, and his little brother Midancarus passed by. His little brother wished him a good night and went to his own room. At midnight, Midancaros saw the loses of his own people, he felt all the pain from his nationals. He swore that he would take revenge on Argonasas, when he felt this anger, he took his sword and before he knew what he was doing, Argonasas' mind came out. He saw a lightning flash, just like he had seen before. And he fell unconscious. 

When he woke up, he saw the corpse of his wife and his little brother Midancarus. Ripped apart from the pain he felt, he broke out of his house and went to his rampage mode. He killed every villager from his own town and again, he saw the red flash of light. When he was tired of destroying every. He saw the effects of his own destruction. After wandering the city for a week, looking at all the destruction, he saw all his family members they lay together, as if there had just been a party. A tornado of the flashes he saw before whirled around him, and when it stopped, he had become the slave of Argonasas. With his face, his personality and honor disappeared, till only Argonasas' will remained.


Argonasas can control all elements, he's got a special helmet and he don't have a face. The missing out of his face is because his sixth transformation was fatal for his mouth, nose and eye-functions. But while his face-functions decline, his body is stronger than all the generations before. Because he doesn't have eyes, a third magic eye is settled at the middle of his helmet. He mentally receives the information of the eye, but that's worse than normal eyes.

Argonasas looks like a black human with four arms and he doesn't have a face. He's got red and black armor. He's also got big red purple wings, the wings are the manifastation of the pain and hate that Argonasas felt. The feathers are made of dark matter and are dangerous for creature's with a weak body.

Argonasas loves the pain he brings to everyone around him. This is why nobody can love him and that's why he can't love another. Before his transformation to a demon, he was a kind man who learned everyone how to enjoy your live. Everyone liked him, but nobody really loved him, that's why he became bitter. Sometimes, you get to see something of that man and that's what makes him hard to kill. When you see that man, you feel like he has never done anything wrong. This makes him a dark, but also creepy enemie.

Lair and Lair Actions

Argonasas lives in a huge castle with many boobytraps and guards (more information, Argonasas' guards, elemental form). The castle has two floors, Argonasas' throne room is on the second floor (it's named 'the last challenge'). If you want to reach him, you have to beat the guardians and climb the main tower of the castle. Before you can enter the castle, you have to destroy the walls, these walls are protected from magic, so you have to break them without magic attacks. The main tower itself is huge, there are hundreds of defense machines and it is made of infusable gold. A magic wall protect it from magic attacks, magic attacks will have their effect again when the wall is brought down or when the user is inside a tower. At the courtyard, a few special plants are growing and this makes the courtyard a magnificant place in contrast to the other parts of the castle. 

Outside the castle:

The magic wall. The magic wall will protect the castle from magic attacks. The wall surrounds the complete castle and you must brake it to come at the courtyard, if a flying object appears in a 100 ft,. range of the wall. The object will take 45 (10d8) psychic damage for every 5 feet it flies, this stops when it touches the ground. If the object has touched the ground, it can't take of in a 50 ft., range of the castle. If a digging object appears in a 100 ft,. range of the wall. The object will take 45 (10d8) psychic damage for every 5 feet it digs, this stops when it comes over to the ground. If the object has come over to the ground, it can't dig of in a 50 ft., range of the castle. The wall is 70 feet high and 20 feet thick. If the wall is destroyed, it loses his magic power and all objects can fly again. The wall itself has 75 (12d12 + 15) HP for every 5-feet section, if the first section is destroyed, the other section's HP will be brought down to 59 (5d10 +6) HP. 

On initiative count 5 (losing initiative ties), Argonasas takes a lair action to cause one of the following effects; Argonasas can't use the same effect two rounds in a row:

The holy guards. Two of Argonasas' guards attack, if Argonasas sets a target, they won't stop chasing the target, but they won't attack another creature if not necessary. 

Holy guard
627 (35d20 + 147) HP
Sword attack: 28 (5d10 +8) Piercing damage

Defense machines. Three defense machines attack, Argonasas can choose which machines are activated:

  • Mechanical crosbow. This will count as 1 defense attack. Ranged weapon attack: +10 to hit, reach 60 ft., one target. Hit: 15 (1d15 + 20) piercing damage.
  • Cannon. This will count as 1 defense attack. Ranged weapon attack: +12 to hit, 5 ft. broad and 30 ft. long., max. 4 targets. Hit: 24 (4d6 +10) force damage.
  • Large cannon. This will count as 2 defense attacks. Ranged weapon attack: +18 to hit., 15 ft. broad and 50 ft. long., max. 6 targets. Hit: 34 (4d12 +10) force damage
  • Net thrower. This will count as 1 defense attack. Ranged weapon attack: A net will be thrown at one target. The target must make a DC 22 saving throw, on a failure, the creature is grappled by the net. On a succes, the creature escapes the net.

At the courtyard:

The magic garden. The plants from the magic garden are protecting the castle of Argonasas. 50 plants are growing, and every plant is a poisoned plant. Every plant has a toxic aura which is dangerous for every living being, while you're at the courtyard, you receive 10 (3d6) poison damage every turn. If you aren't killed by the damage after 10 turns, you will be paralyzed for one turn. If you are still alive after that, you are immune to the toxic aura's of the flowers. The plant's can't be destroyed and even thought the plants are toxic, they are beautiful.

The guards of the garden. Three undead guards protect the garden. They are immune to poison damage and have vulnerability to fire damage. 
They've got 325 (26d12 + 156) HP and only one attack, if there are intruders in the garden, they will attack immidiately.
Slam. Meelee attack: +10 to hit, reach 5 ft., one target. Hit:  18 (6d6 +4) poison damage.

The carnivorous plant. There is one carnivorous plant at the garden, this plant is protecting the entrance to the main tower. He doesn't got eyes, so he uses his smell to find his enemies. He's got 257 (19d12 + 120) HP and one attack. When he's killed, a toxic cloud spreads, every creature that was in a 5 ft, radius takes 14 (2d12) poison damage for the next 4 turns.
Bite. Meelee attack: +14 to hit, reach 15 ft., max: 4 targets. Hit: 24 (4d6 +10) piercing damage.

The ground floor:

The ground floor is a dining room for all Argonasas' followers. When you enter the room, it is warm and sweet, but Argonasas can activate boobytraps which makes the dining room a dangerous place to be. 
On initiative count 5 (losing initiative ties), Argonasas takes a lair action to cause one of the following effects; Argonasas can't use the same effect two rounds in a row:

Earthquake. Argonasas hits the ground with a hammer, this makes the complete building vibrate very hard. Three pieces of the ceiling fall on places Argonasas wants. If any creature is striked by one of those pieces, they will take 24 (4d6 +10) bludgeoning damage. All other creatures on this floor will take 15 (2d6 +8) force damage

Defense machines. Four defense machines attack, Argonasas can choose which machines will be activated:

  • Magic crossbow. This will count as 0,5 defense attacks. Ranged weapon attack: +13 to hit, reach 60 ft., one target. Hit: 22 (4d6 +8) piercing damage.
  • Large cannon. This will count as 1 defense attacks. Ranged weapon attack: +18 to hit., 15 ft. broad and 50 ft. long., max. 6 targets. Hit: 34 (4d12 +10) force damage
  • Huge cannon. This will count as 2 defense attacks. Ranged weapon attack: +20 to hit., 25 ft. broad and 60 ft. long., max. 10 targets. Hit: 22 (4d6 +8) force damage and 21 (3d8 +8) bludgeoning damage.
  • Net thrower 2.0. This will count as 1 defense attack. Ranged weapon attack: A net will be thrown at one target. The target must make a DC 22 saving throw, on a failure, the creature is grappled by the net. On a succes, the creature escapes the net. If he escaped the first net, he have to do a second throw, this time a DC 17 saving throw, on a failure, the creature is grappled by the net. On a succes, the creature escapes the net.

Hammer. Argonasas slams his hammer on the ground, you have to roll two dices to determine the effects.

Dice 1 (D6) Effects

1

Two pieces of the ceilling fall down and hit two targets at the head. The hit does 24 (8d6 + 4) bludgeoning damage and the targets are knocked unconscious for two turns.

2

One piece of the ceiling will fall down and hit a target. This will do 27 (3d12 + 8) bludgeoning damage and the target will be knocked incapacitated for one turn.

3

Nothing will happen to the ceilling.

4

5 pieces of the ceilling will fall down at 5 different targets. Every piece will split in two pieces, so that there are 10 pieces for 5 targets. Every target must throw a DC 17 saving throw, if succesfull, only one piece will hit the target. On a failure, both pieces will hit the target. Every piece will do 14 (2d12) piercing damage. If a target is hit by one piece, it will fall prone. If a target id hit by two pieces, it will be knocked unconscious. Both effects will last 12 minutes.

5

Nothing will happen to the ceilling

6

A huge piece will fall from the ceilling. This will make a crater from 10 by 10 feet. every creature that stood at the area from the crater takes 42 (12d6) bludgeoning damage and will be knocked unconscious.

 

DICE 2 (D6) EFFECTS

1

A 20 by 20 feet square turns into difficult terrain, every creature who stood at that point will take 14 (2d12) force damage and will be restrained for three turns.

2

Nothing will happen to the floor

3

A target will be chosen by Argonasas, this target will sink through the floor. The target will be grappled for the next hour and he will take 14 (2d12) force damage every turn. The creature can use his action to make a DC 17 saving throw. If the saving throw is succesfull, the target will escape. On a failure, it takes 14 (2d12) force damage.

4

Nothing will happen to the floor 

5

 Each creature in a 50 by 50 feet square, which place is chosen by Argonasas, will be knocked paralized, this effect will last three turns

6

 Each creature in a 20 by 20 feet square, which place is chosen by Argonasas, will be knocked paralized and exhausted, this effect will last two turns. Each creature have to make a DC 22 saving throw, if the saving throw is succesfull, they will take 5 (1d10) force damage. If the savinf trow is a failure, they will take 14 (2d12) force damage.

 
When you want to reach the first floor, you have to break a third barrier, this is (again) a barrier that's immune to magic attacks. The wall has 261 (19d8 + 175) HP for every 10-feet section, if the first section is destroyed, the wall will disappear. If the wall is destroyed, a door to the first floor opens. 

The last challenge:

At this floor, you have to face Argonasas.

 

Monster Tags: Demon

Habitat: ArcticDesertForestSwampUnderwater

novanewworld

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