Gargantuan Elemental, Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 402 (23d20 + 161)
Speed 40 ft.
STR
27 (+8)
DEX
18 (+4)
CON
25 (+7)
INT
24 (+7)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws STR +16, CON +15, WIS +13
Skills Arcana +15, Insight +13, Perception +13, Religion +15
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 10 ft., Passive Perception 23
Languages Common, Draconic, Dwarvish, Giant, Ignan
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Ornn fails a saving throw, he can choose to succeed instead.

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

Heated Body. A creature that touches Ornn or hits him with a melee attack while within 10 feet of him takes 27 (5d10) fire damage.

Heated Weapon. When Orrn hits with Hammer, it deals an extra 17 (5d6) fire damage (included in the attack).

Illumination. Ornn sheds bright light in a 60-­foot radius and dim light for an additional 60 feet.

Living Forge. Ornn is the living embodyment of the fires of creation. Using his anvil, Ornn can create all kinds of items, mundane or magical. The time he needs to create a certain item depends on its rarity:

  • mundane, nonmagical item: 1 action
  • common magic item: 1 minute
  • uncommon magic item: 10 minutes
  • rare magic item: 1 hour
  • very rare magic item: 8 hours
  • legendary magic item: 1 day

Ornn cannot supply or create any magical component needed for the new item,  though nonmagical ingredients will be summoned by his anvil.

Special Equipment. Ornn can carry his 10 by 10 by 10 foot anvil, which has a handle attached to it, and always takes it with him. This anvil exudes a strong aura of conjuration magic and can, when used to create an item, produce all mundane ingredients required, i.e. lumps of steel or copper, raw wool or strings of hemp. he also wields "Hammer", his favourite tool forged from the heart of a meteorite.

Actions

Multiattack. Orrn makes two attacks with Hammer.

Hammer. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, plus 17 (5d6) fire damage.

Bellow's Breath (Recharge 5–6). Ornn exhales fire in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Create Azer. Ornn uses Hammer and his portable anvil to create an Azer in an unoccupied space within 10 feet.

Slam. Ornn moves up to 20 feet in one direction. Creatures in Ornns's path must succeed on a DC 23 Dexterity saving throw. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. 

On a successful save, the creature can choose to be pushed 5 feet back or to the side. Otherwise a creature takes 27 (5d10) bludgeoning and 27 (5d10) fire damage and gets knocked prone.

If Ornn collides with an Obsidian Monolith he has to stop his movement and destroys the Monolith, creating a loud booming noise. Creatures in a 20 ft. radius other than Ornn must make a DC 23 constitution saving throw, taking 16 (3d10) thunder damage and getting stunned until the end of their next turn on a failed save, or taking half of the damage on a successful save.

Legendary Actions

Ornn can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. Ornn regains spent legendary actions at the start of his turn.

Smash. Ornn makes an attack with his anvil.

Bellow's Breath (Costs 2 Actions). Ornn uses his Bellow's Breath, if available.

Slam (Costs 3 Actions). Ornn uses his Slam action.

Call of the Forge God (Once per day, costs 2 Actions). Ornn blows a horn and summons forth a burning elemental. The elemental takes the form of a 20 foot high, 20 foot wide fiery ram, can pass through creatures and solid objects and appears in a space 60 feet away from Ornn. The ram comes charging towards Ornn, forcing every creature in its path to make a DC 23 constitution saving throw or 27 (5d10) fire damage and having their movement speed reduced by 10 feet. Creatures with resistance to fire damage get advantage on the saveing throw, while creatures with immunity to fire damage automatically succeed. The elemental stops at Ornns position and disappears at the beginning of his next turn.

Battering Ram. If Ornn used Call of the Forge God during this round, he uses his reaction to hit the burning elemental with his horns, redirecting its charge. The elemental charges on in a 60 feet long, 20 feet wide line in a direction of Ornns choosing. Any creature in the elemental's path must succeed on a DC 23 constitution saving throw or take 27 (5d10) fire damage and get stunned until the end of their next turn. Creatures that failed the saving throw for Call of the Forge God have disadvantage on this saving throw.

Lair and Lair Actions

Ornn's lair is his giant forge which rests deep beneath a long forgotten dwarven mine. His forge contains a pool of lava which he uses for tempering his more extravagant creations, a wide assortment of tools and, most important of all, enough silence for Ornn to focus on his creativity.


Lair Actions

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

  • An obsidian monolith appears in an unoccupied space within the forge. This 20 feet high monolith has a radius of 10 feet and transforms the ground around it. In a 20 foot radius around the monolith the ground becomes difficult terrain as long as the monolith remains. Any other monoliths disappear when a new one is created.
  • Ornn targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa.
  • Ornn casts the creation spell (as a 9th-level spell). The object remains until Orrn's concentration is broken, regardless of its composition. If Ornn moves more than 120 feet from the object, his concentration breaks.

Monster Tags: Elemental

Habitat: Mountain

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