Huge Elemental, Neutral
Armor Class 15 Natural armour
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +10, CON +9
Skills Athletics +14, Intimidation +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60 ft, Passive Perception 11
Languages Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Multiattack. The Astral Guardian makes 3 slam attacks.

Slam. Melee Weapon Attack: +10 to hit, 10 ft, one target. Hit: 20 (3d10 + 6) bludgeoning damage

Ground Pound. All creatures within 15 feet must make a Dexterity saving throw (DC 16) or take 30 (4d10 + 10) force damage and be knocked prone. On a successful save the creature only takes half damage and remains standing.

Astral blast. (Recharge 5-6) As an action, the Astral Guardian can unleash a torrent of energy harnessed within its magical form. It shoots forth a stream of multicoloured energy. The Astral Guardian can select up to three creatures within 120 ft. Each creature must succeed on a Dexterity saving throw (DC 16) or take 36 (8d8) force damage. On a successful save the creature only takes half damage.

 

 

LyrixDanica

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