Gargantuan Swarm of Large elementals, Neutral
Armor Class 15 natural armor
Hit Points 310 (20d20 + 100)
Speed 50 ft., Climb 50 ft., Swim 30 ft.
STR
20 (+5)
DEX
13 (+1)
CON
20 (+5)
INT
12 (+1)
WIS
24 (+7)
CHA
8 (-1)
Saving Throws STR +12, CON +12, WIS +14
Skills Intimidation +0, Nature +0, Perception +0, Survival +0
Damage Resistances Fire, Lightning, Thunder
Damage Immunities Poison, Psychic
Senses Blindsight, Passive Perception 18
Languages All -Animar can understand all languages but cannot speak
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Multiattack. Animar can use Create Elemental and an Unarmed attack once every 3 rounds.

Actions

Unarmed Attack. Animar deals damage equal to his strength modifier multiplied by the highest roll on a 2d10.

Create Elemental. Create an earth or water elemental under Animar's control. (Shown in Monster Manual page 124-125).

Call Plants and Animals (3/short rest). 1d10 nearby animals come to Animar's aid and fights under Animar's control. If no Animals are called, Animar may use Create Elemental twice.

 

Reactions

Vine Wall. If an attack would hit Animar, roll 1d20. If the roll is higher than ten, add 2 to Animar's AC permanently and divide the damage taken by 2.

Merge Elementals (1/long rest). If Animar would take lethal damage, remove all elementals under Animar's control and Animar gains HP equal to the amount of elementals removed multiplied by 2. After this reaction is used, Animar cannot use Create Elemental.

Legendary Actions

Animar can only take a legendary at the end of another creature's turn.

Mass Merging. Animar merges two or more elementals together (Animar can be this elemental). For each elemental merged, add +1 armor class, +2 maximum hit points, and +10 hit points to the original elemental merged. If an earth elemental and a water elemental are merged together, create a mud elemental in replace of both(I recommend the Mud Elemental by FeetLegs in homebrew). If a previously merged elemental would merge with another elemental, add +2 armor class, +4 hitpoints, and +15 hit points instead. If there is no more than 1 elemental, create an earth or water elemental instead.

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

In the folklore of its plane, the Animar is the ultimate source of all life—the seed from which all creation grows. In the presence of Animar, crops blossom and herds thrive, and the wake of its wanderings determines the course of the seasons.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elemental

Habitat: ForestMountainUnderwater

ChandraNalaarsFire

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