Gargantuan Elemental, Neutral Evil
Armor Class 15 (adamantine)
Hit Points 254 (17d8 + 51)
Speed 40 ft., Swim 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
6 (-2)
WIS
18 (+4)
CHA
6 (-2)
Saving Throws STR +10, WIS +9
Damage Vulnerabilities Lightning
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision infinite, Passive Perception 10
Languages Aquan and one language of its creator’s choice
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Weapons. The myrmidon’s weapon attacks are magical.

Radiation Absorbing: Due to its water-like properties, the elemental from the beyond is immune to radiation, including any extra damaged added by [Tooltip Not Found]. Any radiation (acid) damage done to the creature is absorbed and bolsters all future attacks by (2d4) radiation damage. 

Adamantine: This monster's armor is adamantine. While wearing its armor, critical hits done to this entity are treated like normal attacks.

Bonded Weapon: The elemental's trident is bonded to it, and can be re-summoned into its hand as a bonus action. It can not be disarmed.

 

Actions

Multiattack. The elemental makes three trident attacks.

Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 20 ft. or range 60/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks is Restrained until the end of the elemental's next turn.

Bonus Actions

Summon Minion: As a bonus action the Elemental can summon an [Tooltip Not Found]

Reactions

Waterblock: As a reaction, the Elemental from the beyond can pull water from the surrounding area into a forcefield and block all incoming damage from an attack. 

Mythic Actions

Shape Waters (Round 1): At the start of combat, before any creature has taken their turn, the Elemental summons 8 [Tooltip Not Found]. Who then move up to their movement to defend their lord. 

Roll Tide (Round 2): At the beginning of the second round of combat, the elemental summons a 60ft whirlpool. Each creature that is not a water elemental, must make a dc 15 dexterity saving throw to maintain their position in water. If a creature ends their turn in the whirlpool, they must repeat this save. On a failed save they move 30ft in an anti-clockwise direction centered on the Elemental, moving 10ft closer to it on each completed revolution. While this ability is active, the Elemental can not move. The Elemental may choose to end this ability at any time, but can not re-activate it until after a long rest. 

Oceanic Freeze (Round 3): At the end of the third round of combat, or later if the DM deems appropriate, the Elemental expends half of its remaining hit points to freeze the water 60ft around it. Each entity must make a dc 18 dexterity saving throw to avoid the freeze. All entities in this area that fail are restrained til the end of the Elemental's next turn. 

Conquer the Seas (Triggered when the Elemental is below 10% of its HP): In a desperate attempt to complete its mission and hang tight to this plane, the Elemental casts-off its armor, pulls the water around it like a cloak regaining all of its HP. Now unrestricted, the Elemental's speed in water doubles, it can take 2 reactions per round, and 2 bonus actions on its turn. 

Monster Tags: Elemental

Habitat: CoastalUnderwater

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