Large Elemental, Lawful Neutral
Armor Class 15 Natural armor
Hit Points 116 (8d12 + 68)
Speed 40 ft., hover
STR
12 (+1)
DEX
17 (+3)
CON
19 (+4)
INT
20 (+5)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws CON +9, INT +10, WIS +9
Skills Arcana +11, Insight +7
Damage Resistances Acid, Lightning, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Poison, Thunder
Senses Truesight 20 ft., Passive Perception 14
Languages Telepathy 50 feet;
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic resistance: The Arcane elemental has advantage on saving throws and ability checks related to a spell in any way.

Innate Spellcasting. The Arcane elemental is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +7 to hit with spell attacks). The Arcane elemental has 30 charges available and can use some to cast a spell, depending on the spell level. It can cast any spell of the specified level without components. Some of its actions use charges as well. The Arcane elemental can cast any 1st through 3rd level spell as if it used a 4th level spell slot, spending only one additional charge

Cantrips: no charge, cast as if the elemental were 13th level

1st or 2nd level: 1 charge

3rd or 4th level: 2 charges

5th or 6th level: 3 charges

Actions

Arcane casting (5 spellcasting charges). The Arcane elemental uses one of the following abilities:

  • Rend earth: In a 30-foot diameter around the Arcane elemental, the ground becomes difficult terrain for the rest of the round. Any creature that starts its turn in the area must make a DC 14 strength save or take
  • Create blaze: The Arcane elemental chooses a point within 30 feet of it. A 5-foot radius sphere of fire is created there and lasts until the end of the round. Any creature within that area must immediately make a DC 14 Dexterity saving throw, taking 12 fire damage (2d6+6) and is lit on fire on a failed save, or half as much damage and is not lit on fire on a successful save. A creature on fire takes 5 fire damage at the start of each round until the creature uses an action to douse the flames.
  • Wind strike: The Arcane elemental sends out a wave of wind in a 15-foot radius sphere centered on itself. Each creature within that sphere must make a DC 14 Strength saving throw, being pushed 15 feet back and knocked prone on a failed save, or not move and not be knocked prone on a successful one.
  • Water manipulation: The Arcane elemental either summons a water elemental or turns a body of water at least 8 cubic meters in volume into one. The water elemental takes initiative right after the Arcane elemental. If the water elemental takes more than 50 damage in one turn, the Arcane elemental suffers psychic damage equal to the damage the water elemental took, divided by 4. This damage is not affected by the elemental's resistance.

Arcane Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 15 (1d12 + 9) Force damage. 

Arcane bolt. Ranged Weapon Attack: +8 to hit, range 40/100 ft., 1 target. Hit:10 (1d8 + 6) Force damage.

Reactions

Spell reflection (recharge 5/6): The Arcane elemental, in reaction to a spell with the Arcane elemental as the target or with the Arcane elemental in the area of effect, casts the same spell with the lowest level possible back at the caster, the caster being the target or the area of effect centered on the caster.

Description

An Arcane elemental is the weave given form as an elemental being. It is intelligent and can command magic and the elements alike, serving as the middle ground between all the four elements.

It serves its own will, and its actions are determined by what it sees as just. Attack one, and it will see the act as something punishable by death if the attackers do not stop and plea for forgiveness.

 

SomeGuyOnAComputer

Comments

Posts Quoted:
Reply
Clear All Quotes