Large Elemental, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 200 (14d10 + 84)
Speed 30 ft., Fly 90 ft.
STR
21 (+5)
DEX
15 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +7, WIS +8, CHA +10
Damage Immunities Lightning, Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Auran
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Elemental Demise. If Atmorkae dies, its body disintegrates into a warm breeze, leaving behind only equipment Atmorkae was wearing or carrying.

Innate Spellcasting. Atmorkae's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fire bolt, (damage changes to thunder), detect magic, thunderwave, Misty Step 

3/day each: create food and water (can create wine instead of water) , tongues, wind walk, Steel Wind Strike

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift, 

Legendary Resistance (2/day). If Atmorkae fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Atmorkae can make three catalyst blade attacks, or two catalyst blade and one fire bolt (damage changed to thunder).

The Catalyst Blade Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (1d4) of Cold, Necrotic, Bludgeoning, Force and Fire damage (5d4).

Cosmic Chain Melee weapon attack +10 to hit, reach 20 ft, one target. Hit: 12 (2d6 + 5) slashing damage. The target is grappled (escape DC 18) if Atmorkae isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Legendary Actions

Atmorkae can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Atmorkae regains spent legendary actions at the start of its turn. 

Thunder Bolt (Costs 1 Action). Atmorkae casts fire bolt but changes the damage type to thunder.

Cosmic Chain (Costs 1 Action). Atmorkae makes one cosmic chain attack.

Elemental Shift (Costs 2 Actions). Shift one of the Penta-Glyph's to a different number.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Atmorkae can take a lair action to cause one of the following magical effects; Atmorkae can’t use the same effect two rounds in a row:

  • Choose a point Atmorkae can see under his cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw (DC 18). A creature takes 8d10 lightning damage on a failed save, or half as much damage on a successful one.
  • The Four Penta-Glyphs shift and rotate. Roll 4d4, depending on the roll, and if they match, will result in a different effect.

1) Fire

2) Necrotic 

3) Force

4) Cold

If 2 match =  Atmorkae fires two bolts, of the rolled type, towards any creature with in range (120ft)*. 

if 3 match = Atmorkae gaining resistance to that type and fires two bolts of that damage type.

if 4 match = Atmorkae gains full immunity of the rolled type and fires a ball of that damage type (level 4 fireball spell)

*If any two sets match, pick one type.

  • Atmorkae conjures up three air elementals with in 60 feet of him.

Bloodied Addition

When Atmorkae is past half health, the Penta-Glyphs gain a firth orb and he must now roll a D6, if the result is a 6, re-roll the dice until a different number is rolled. If Atmorkae rolls a five, he can change it to any number of his choice. In addition, if a creature is targeted by a Penta-Glyph, they must make a DC 17 Constitution saving throw or be stunned until the end of the round.*

 

Monster Tags: Genie

Devellstear

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