Gargantuan Elemental, Any Chaotic Alignment
Armor Class 10 (natural armor)
Hit Points 50 (5d10)
Speed 0 ft., Swim 100 ft.
STR
14 (+2)
DEX
20 (+5)
CON
12 (+1)
INT
20 (+5)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws DEX +11, INT +11
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 10
Languages Aquan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Critical Freeze. If cold damage successfully hits the elemental the damage die are doubled, When the elemental takes cold damage, it partially freezes; its speed is reduced by 50 feet until the end of its next turn.

Siege Monster. The elemental deals double damage to objects, structures, and sea fairing vessels.

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Innate Spellcasting. The elemental’s innate spellcasting ability is Intelligence (save DC 15, +5 to hit with spell attacks). It can innately cast a number of spells, requiring no material components.

At will: Ice Storm, Ray of FrostCone of Cold

2/day each: Freezing Sphere, Prismatic Spray

1/day each: Storm of Vengeance

Actions

Multi-attack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 6) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 30 (4d8 + 6) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 30 (4d8 + 6) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength check and succeeding.

Legendary Actions

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

Attack. The elemental makes one slam attack.

Pursuit. The elemental moves up to half its speed.

Tsunami (Costs 2 Actions). The elemental conjures up a tsunami.

Description

An aqua hullcus-water elemental is a vast underwater current that awaits at shore, becoming nearly invisible as it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame, arguably one of the most dreaded monsters of the sea's. It is widely believed that these tidal behemoths only hunt down those who have broken an oath with the sea, No-one can predict where and when it will strike.

 

"The sea, a beautiful place of mystery and wonder, warm and welcoming is its embrace, god have mercy on the poor, foolish souls that misuse her benevolence and overstay their welcome" - Tyrrink, high priest of Aquillian

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2020 9:32:35 PM
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11/5/2020 7:25:09 PM
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9/26/2021 4:43:05 PM
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Monster Tags: Elemental

Habitat: CoastalUnderwater

Wiivern

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