Large Elemental, Neutral
Armor Class 15 Natural armor
Hit Points 90 (12d10 + 24)
Speed 0 ft., Fly 90 ft. (hover)
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
15 (+2)
CHA
6 (-2)
Saving Throws DEX +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Thunder
Senses Blindsight 60 ft., Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Immutable Form. The Hypostasis is immune to any spell or effect that would alter it's form.

Magic Weapons. The Hypostasis' weapon attacks are magical.

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

Shell Immunity. The Hypostasis is immune to any damage, condition or effect, unless it's core is exposed. After it performs a Crystalfly, Tornadoes, Vacuum, Clap, Vacuum Burst or Missiles action, the core becomes exposed until the start of the Hypostasis' next turn. When it performs a Meteor action, the core is briefly exposed until the end of the Hypostasis' turn.

Anemo Orbs. Anemo orbs are part of the Hypostasis' life essence. An orb can be destroyed with a successful attack roll against it's AC of 20. It is automatically destroyed when it takes damage from an Area of Effect, for example a fireball. Otherwised, it cannot be affected. The orbs may fuse with a different element. Anemo orbs are created or consumed with a Tornadoes, Vacuum Burst or Second Wind Action. Every time an Anemo Orb is consumed, the Hypostasis regain hit points as described in the Action. Any Anemo Orb remaining is destroyed when the Hypostasis is killed.

Elemental Resilience. If an attack, condition or effect would lower the Hypostasis' HP below 25, it' HP instead becomes 25, and the Hypostasis becomes immune to all damage, conditions and effects until the start of it's next turn. It then uses it's Second Wind action, and if it fails to regain any hit points in that turn, this trait does not active again.

Actions

Multiattack. The Hypostasis makes three meteors or three missiles attack. It cannot perform the same action on two subsequent turns.

Cristalfly. The Hypostasis creates a 10-foot-radius, 20-foot-tall cylinder of strong updraft. Every creature in that area must make a DC 13 Strengh saving throw. On a failure, a target takes 12 (3d6+2) bludgeoning damage and is flung up 10 feet vertically. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung up. If the creature is Huge or bigger, it succeds automatically on the saving throw.

Any creature flung up must make a DC 13 Dexterity saving throw. On a failure, a target takes 12 (3d6+2) bludgeoning damage and is flung up 20 feet away from the Hypostasis and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Vacuum. The Hypostasis creates a 30-foot-radius sphere of strong winds centered on itself. Every creature that starts it's turn in that area must succeed on a DC 13 Strengh saving throw or be pushed 15 feet towards the Hypostasis and take 9 (2d6+2) bludgeoning damage. Any creature in the area must spend 2 feet of movement for every 1 foot it moves when moving away from the Hypostasis.

At the start of the Hypostasis' next turn, it can use a Bonus Action to create a 30-foot-radius sphere of force centered on itself. Every creature in that area must make a DC 13 Dexterity saving throw. On a failure, a target takes 23 (6d6+2) force damage and is pushed 15 feet away from the Hypostasis and is knocked prone. If the saving throw is successful, the target takes half the force damage and isn't pushed back or knocked prone.

Meteors. Ranged Spell Attack: +8 to hit, reach 60 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the attack hit or misses, the area in a 10-foot-radius, 20-foot-tall cylinder around the target becomes a strong updraft until the start of it's next turn. The cylinder is considered difficult terrain, even for flying creatures. When the spell is cast or when a creature starts or ends it's turn in that area, it must make a DC 13 Strength saving throw or be thrown 10 feet up in the air, hovering there, and be restrained. A restrained creature can use an Action to repeat the saving throw. If the effect ends or the creature is no longer restrained, it falls, taking 3 (1d6) of bludgeoning damage and lands prone. If the creature is Huge or bigger, it succeds automatically on the saving throw.

Tornadoes. The Hypostasis conjure 8 spiraling cylinders of wind within a range of 100 feet, that lasts until the start of it's next turn. Each cylinder has a 5 foot radius and 10 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in the cylinders that are Medium or smaller are pulled towards the center. When this spell is cast, or if a creature starts its turn in a cylinder, it must succeed on a DC 13 Strengh saving throw or be restrained while it remains in the area. All creatures inside the cylinder take damage when they end their turns inside it. A restrained creature can use an Action to repeat the saving throw. If the creature is Large or bigger, it succeds automatically on the saving throw and suffer no penalty from difficult terrain. The damage inflicted depends on how many objects and creatures are in the cylinder itself.

Small or Medium: +1d6 bludgeoning

Unattended Weapons or Ammunition: +1d6 of its respective damage (bludgeoning, piercing, or slashing)

So, for example, three Medium creatures and two spent arrows inside the cylinder would cause this spell to inflict 3d6 bludgeoning and 2d6 piercing to all targets in the cylinder. If one of the Medium creatures escaped on its turn, the bludgeoning damage would decrease to 2d6.

When the tornadoes come in contact with elements, for example lightning or fire, the damage type changes to the element it made contact with.

When the effect ends, 8 Anemo orbs are created, each hovering 15 feet in the air above the tornadoes' locations. If the tornado made contact with elements, the Anemo orb is imbued with that element.

Vacuum Burst. The Hypostasis consumes up to three Anemo orbs within a range of 100 feet, sending out a shockwave and regaining 15 (2d10 + 4) hit points, for each orb consumed. Every creature in a 30-foot sphere originating from the Hypostasis must make a DC 13 Constitution saving throw. On a failed save, a creature takes 9 (2d8) force damage and is pushed 10 feet away from the Hypostasis. On a successful save, the creature takes half as much damage and isn't pushed. A creature must make a saving throw for each shockwave that hits it.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the Hypostasis.

If the Anemo orb consumed is imbued with an element, the force damage for that shockwave is replaced for that element's damage type.

Missiles. Ranged Spell Attack: +8 to hit, reach 40 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Clap. Melee Weapon Attack: +8 to hit, reach 50 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Second Wind. The Hypostasis uses this action after triggering Elemental Resilience, and when it's HP is 25. The Hypostasis creates 4 updrafts as per the Missiles Action, and creates an additional of 4 Anemo Orbs in random locations up to 30 feet away and 15 feet above ground. At the start of it's subsequent turn, it can use a Bonus Action to consume any Anemo Orbs remaining, regaining 22 (3d10 + 6) hit points for each orb consumed.

If any orbs created by this action are destroyed before being consumed, they cannot be created again when this action is performed.

Bonus Actions

Teleport. The Hypostasis teleports up to 30 feet to an unnoccupied space it can see.

Vacuum force. See "Vacuum" Action.

Second Wind consumption. See "Second Wind" Action.

Description

Elemental Hypostases are life forms which have completely abandoned their former appearance and biological structure, making them able to reach the highest level of elemental purity.

It takes the appearance of a large cube with a glowing core at its center and cannot take damage when its shell is intact, only when the core is exposed by itself.

When an Anemo Hypostasis is defeated, there is a small chance it will drop Vayuda Turquoise fragments. The Hypostasis respawn at the same location it was destroyed after 24 hours.

Chewie_the_hairy_elf

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