Large Elemental, Any Chaotic Alignment
Armor Class 17 Natural
Hit Points 168 (16d10 + 80)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +7, WIS +6, CHA +7
Damage Resistances Acid, Cold, Fire, Lightning, Poison, Thunder
Condition Immunities Exhaustion, Grappled, Petrified, Poisoned, Restrained
Senses Darkvision 120ft, Passive Perception 12
Languages Primordial, Sylvan
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Chaotic Demise. If the Chaos Elemental dies, It releases a burst of  energy and disappears in a puff of smoke.

Innate Spellcasting. The Chaos Elemental's Innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components at their base level:

At Will: Control Flames, Control Water, Gust, Absorb elements, Chaos Bolt, Fire Bolt, Lightning Lure, Poison Spray, Ray of Frost, Acid Splash, Thunderclap

3/day: Prismatic Spray, Healing Word, Lightning Bolt, Fireball.

1/day: Planeshift, Polymorph (Beasts and elementals), Invisibility, Gaseous Form, wall of fire, wall of water, wall of stone, wind wall.

Actions

Multi Attack. The chaos elemental can make any two attacks

Chaos Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6) Piercing damage plus 7 (2d6) elemental damage. Roll 1d6 to determine which element (1=fire, 2=cold, 3=lightning, 4=thunder, 5=poison, 6=acid) 

Fire Streak. Ranged Spell Attack: +7 to hit, range 120 ft., 1 target. Hit: 17 (5d6) Fire damage.

Ice Spike. Ranged Spell Attack: +7 to hit, range 120 ft., 1 target. Hit: 17 (5d6) Cold damage.

Lightning Lance. Ranged Spell Attack: +7 to hit, range 120 ft., 1 target. Hit: 17 (5d6) Lightning damage.

Thunderbolt. Ranged Spell Attack: +7 to hit, range 120 ft., 1 target. Hit: 17 (5d6) Thunder damage.

Poison Punch. Melee Spell Attack: +7 to hit, range 5 ft., 1 target. Hit: 24 (6d6) Poison damage.

Pour Acid. Melee Spell Attack: +7 to hit, range 5 ft., 1 target. Hit: 24 (6d6) Acid damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

CaptainLogic1

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