Gargantuan Elemental, Chaotic Neutral
Armor Class 18 Natural Armor
Hit Points 512 (25d20 + 250)
Speed 40 ft., Swim 80 ft., Burrow 40 ft., Fly 80 ft. (Hover)
STR
27 (+8)
DEX
25 (+7)
CON
30 (+10)
INT
19 (+4)
WIS
21 (+5)
CHA
23 (+6)
Saving Throws STR +17, WIS +14, CHA +15
Skills Athletics +19, Nature +13, Perception +14
Damage Immunities Acid, Fire, Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 180 ft., Tremorsense 180 ft., Passive Perception 24
Languages Primordial
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Chaos Storm. Incredibly fast and strong winds swirl in a 45-foot radius around the Primordial and boulders and chunks of the ground are lifted with the storm and fly around in it, pelting creatures in the area. The winds impose disadvantage on ranged attack rolls, and at the start of the Primordial's turn any creature in the area other than the Primordial must succeed on a DC 23 Strength saving throw or take 10 (3d6) bludgeoning damage and 10 (3d6) thunder damage, or half as much on a successful one. Objects in the area take the damage automatically.

Additionally, a creature that fails the saving throw by 5 or more is lifted 30 feet off the ground and is restrained in the storm, moving with it until it finds a way to anchor itself to the ground. A creature with a flying speed must succeed on a DC 23 Strength (Athletics) check at the beginning of its turn, or when it first enters the area on a turn, to be able to fly in the area. A creature already anchored to the ground in some way, or affected by the earthbind spell, is not lifted or restrained in the storm and will not move with it.

Fiery Core. Whenever a creature touches or hits the Primordial with a melee attack roll while within 10 feet of it, it takes 21 (6d6) fire damage.

Empowered Attacks. The Primordial's Attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical weapons.

Innate Spellcasting. The Primordial's innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no components.

At Will: move earth, control water, control weather, control winds, control flames, transmute rock, create or destroy water, earthbind

3/day each: wall of fire, wall of stone, wind wall, wall of water

1/day each: earthquake, tsunami, storm of vengeance, fire storm

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

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

Elemental Disaster. The Primordial deals quadruple damage to unsecured objects and structures.

Unstable Magic. When the Primordial casts a spell with its Innate Spellcasting trait that requires concentration, it can choose to alter the spell to not require concentration for that casting. In return, the spell only lasts until the end of the Primordial's next turn.

Stone Plating. No Single attack can deal more than 50 damage to the Primordial.

Actions

Multiattack. The Primordial can make four slam attacks or it can use its water jets twice.

Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 13 (1d10+8) bludgeoning damage plus 11 (2d10) lightning damage.

Water Jets. The Primordial propels water from its arms at incredibly high pressures in a 150-foot line that is 5 feet wide. Creatures in the line must succeed on a DC 23 Dexterity saving throw or take 27 (5d10) piercing damage and 27 (5d10) bludgeoning damage, or half as much on a successful one. Objects in the area take the damage automatically. The line stops once it has reached its maximum range or when it has dealt 50 or more damage to creatures in the line.

Earth Wave (Recharge 4-6). The Primordial pounds on the earth, creating a shockwave that shatters the ground in a 60-foot radius around him. All structures in the area take 125 thunder damage and each other creature touching the ground in the area must succeed on a DC 23 Dexterity saving throw or be knocked prone and take 78 (12d12) bludgeoning damage. On a success a creature takes half as much damage and is not knocked prone.

Chaos Beam (Recharge 6). The Primordial launches a beam of concentrated, steaming, electrified, stone-filled water that hits all creatures in a line that is 1 mile long and 15 feet wide. All creatures within the area must succeed on a DC 23 Dexterity saving throw or take 35 (10d6) fire damage, 35 (10d6) lightning damage, 33 (6d10) bludgeoning damage and 33 (6d10) piercing damage, or half as much damage on a successful save. Objects take the damage automatically.

Reactions

Absorb the Elements. When the Primordial is subjected to acid, fire, lightning or thunder damage it can choose to take no damage and instead regains a number of hit points equal to half the damage dealt.

Legendary Actions

The Primordial 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 Primordial regains spent legendary actions at the start of its turn.

Elemental Weakening. The Primordial targets one creature within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or lose all resistances and immunities to lightning, thunder and fire damage until the end of its next turn as the Primordial taps into the basic components that compose the target and tears them apart, weakening the creature

Slam. The Primordial makes one slam attack.

Water Jet (Costs 2 Actions). The Primordial uses its water jet.

Shape The Elements (Costs 2 Actions). The Primordial casts one spell with its Innate Spellcasting trait.

Description

Before the creation of the Elemental planes, before the Elder Elementals and even before the creation of life in the Multiverse, there existed the Elemental Chaos - a plane from which beings of immense powers which rivalled even the gods arose. Those creatures are nowadays known as the Primordials.

The Chaos Primordial is a gargantuan being made from a combination of all four elements, using water and air to hold together its main stone body that covers its fiery core. Standing almost forty feet tall the Chaos Primordial has mastery over all four elements, being able to bend the worlds around it with its elemental powers so it can spread its elemental chaos across the multiverse. When a Chaos Primordial enters an elemental plane, the plane will begin shifting and being altered by the other elements simply due to its presence on the plane.

Born of the Elemental Chaos. The Chaos Primordial was created before the elemental planes split, spawning in the original Elemental Chaos. It has control over all four elements and can safely feel at home in each one of the elemental planes.

Chaotically Tempered. As it wishes to spread the Elemental Chaos and make the planes return to their basic components, it has little patience for talking with other creatures and will lose its interest in them fairly quickly, either ignoring them or destroying them. However, it finds interest in creatures that have control over all the elements such as Monks of the Way of the Four Elements and will be willing to discuss with such creatures for longer than it normally would with others.

Primordial Nature. A Chaos Primordial doesn’t require air, food, drink, or sleep.

Lair and Lair Actions

A Chaos Primordial's Lair

A Chaos Primordial does not have a fixed lair. Instead, it shapes the plane around it to suit its needs. A Chaos Primordial fought in its lair has a challenge rating of 30 (155,000 XP).

Lair Actions

A Chaos Primordial is a master of elemental powers and can access any elemental plane as long as there is enough elemental energy around it. It can take lair actions in any of the elemental planes, or in any elemental node. On initiative count 20 (losing initiative ties), the Chaos Primordial uses its lair action to cause one of the following effects. It cannot choose the same effect two rounds in a row:

  • A violent tremor shakes the ground around the Primordial in a 120-foot-radius. Each creature on the ground in that area other than the Primordial must make a DC 23 Strength or Dexterity saving throw (target's choice) or be knocked prone. Additionally, if a creature that is touching the ground is concentrating on a spell it must make a DC 23 Constitution saving throw or lose concentration on the spell.
  • A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of the Primordial, lasting until initiative count 20 of the next round. The area is heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 17 (5d6) fire damage.
  • Bodies of water near the Primordial surge outward in a grasping tide. Up to three creatures of the Primordial's choice within 30 feet of such a body of water must succeed on a DC 23 Strength saving throw or be pulled up to 20 feet into the water and be restrained until initiative count 20 of the next round.
  • A powerful thunderstorm forms in the air above the Primordial and a loud sound of crackling thunder echoes through the land. All creatures within 120 feet of the Primordial must succeed on a DC 23 Constitution saving throw or take 28 (8d6) thunder damage and be deafened. On a success a creature takes half as much damage and is not deafened.

Regional Effects

An elemental plane containing a Chaos Primordial begins being altered by the other elements as the Chaos Primordial begins tearing it apart back to its basic elemental components. This creates the following effects:

  • Within 5 miles of the Primordial the weather becomes highly unstable, every 1d4 hours roll in the control weather tables to determine what the weather is like. Changes take place in 5 minutes and it ignores the need to change one level at a time.
  • Every 1d12 hours the area within 5 miles of the Primordial is affected by heavy tremors that can damage and destroy structures in contact with the ground.
  • If an elemental spends at least 1 hour within 5 miles of the Primordial, the creature must succeed on a DC 23 Wisdom saving throw or start rampaging, attacking all other creatures around it that are not already rampaging.

If the Primordial is destroyed or is banished out of the plane of existence, the regional effects fade over 24 hours.

Previous Versions

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