Huge Elemental, Unaligned
Armor Class 15 natural armor
Hit Points 175 (10d20 + 70)
Speed
STR
19 (+4)
DEX
22 (+6)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +8, DEX +10, CON +10
Damage Immunities Fire, Thunder
Senses Passive Perception 16
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Fire Aura. At the start of each of the archomental's turns, each creature within 10 feet of it takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 8 (2d6) fire damage if it touches the archomental or hits it with a melee attack while within 10 feet of it.

Heart of Dust. The archomental's core is a large black gem, which floats through its body. Any creature can target the core, though doing so grants the archomental +5 to its AC (20). On a hit, the core causes the archomental to take double damage, but it empowers its next attacks, granting it advantage on all attacks until the end of its next turn. 

 

Actions

Multiattack. The archomental makes two slam attacks or two dust blast attacks

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage.

Dust Blast. Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire or thunder damage and the target must succeed on a DC 17 Strength save or be pushed back 30 ft. and knocked prone.

 

Legendary Actions

Searing Heat. Each creature within 120 ft. of the archomental that is wearing metal armor or wielding a metal weapon must make a DC 18 Constitution saving throw, gaining a level of exhaustion on a failure.

Teleport (Costs 2 Actions). The archomental magically teleports up to 120 feet to an unoccupied space it can see. Anything the archomental is wearing or carrying isn't teleported with it.

Dust Storm (Costs 2 Actions). The archomental summons two pillars of dust, each 15 ft. across. Any creature within 5 ft. of the pillar must succeed on a DC 18 Strength saving throw. On a failure a target is sucked into the pillar, taking 10 fire damage and getting lifted 60 ft. off the ground. At the start of the characters next turn they are shot out of the pillar as it disappears, and must succeed on a DC 15 Dexterity saving throw, taking 6d6 bludgeoning damage or half as much on a success.

Combustion (Costs 3 Actions). The archomental causes one creature it can see within 30 feet of it to burst into flames. The target must make a DC 18 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire.

 

Dr_Backdoor

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