Large Elemental, Neutral
Armor Class 15 natural armour
Hit Points 140 (16d10 + 60)
Speed 30 ft., fly 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Poison, Radiant
Senses Darkvision 60ft., Truesight 10ft., Passive Perception 11
Languages Primordial, understands celestial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Supernova. When the elemental dies, it's star core explodes. All creatures within 20ft. must make a DC 15 Dexterity saving throw or take 22 (4d10) radiant damage on a failed save, or half as much on a successful one

Actions

Multiattack. The elemental makes two slam attacks

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) force damage and 11 (2d10) radiant damage. 

Flare (Recharge 5-6). The elemental's star core releases a blinding flash of light in a 30-ft. cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure the creature is blinded for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Sometimes, when a skilled summoner casts a spell to summon a creature from the elemental plane, they can infuse an elemental spirit with astral and solar energy from the astral plane, creating a Void Elemental. The void elemental takes on the visage of a starry void, as with a robe of stars or a sphere of annihilation, with a bright star core in it's chest. The core sends wispy solar flares up through the elementals arms and infuses it's strikes with radiant energy.

Monster Tags: Elemental

NathanR

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