Huge Elemental, Neutral
Armor Class 18 (natural armor)
Hit Points 146 (12d10 + 96)
Speed 60 ft., Swim 120 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws WIS +6, CHA +8
Skills Arcana +8, Insight +8, Intimidation +10, Perception +8, Persuasion +10
Damage Resistances Acid
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 14
Languages Aquan, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Water Form. The elemental avatar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental avatar takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Magic Resistance. The elemental avatar has advantage to all saving throws vs. magic and magical effects.

Actions

Multiattack. The elemental avatar makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental avatar's space must make a DC 17 Strength saving throw. On a failure, a target takes 23 (4d8 + 5) bludgeoning damage. If it is Huge or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental avatar's space.

The elemental avatar can grapple one Huge creature or up to three Large or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 23 (4d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength check and succeeding.

Description

The elemental avatar most commonly appears as a large, vaguely feminine humanoid upper body supported a large swirling wave of water.  It posses a spirit which most creatures find alluring and fascinating.

They typically choose to enter the prime plane (they do not have to be summoned) about the business of one of the greater elemental powers. When they communicate with others it is a voice which is reminiscent of water (ranging from a whispering brook to a crashing wave depending on their mood).

The elemental avatar is more than a simple summoned creature. When the elemental avatar leaves the elemental plane of water it tethers a piece of that plane within itself and brings it across with it. (Which renders them immune to banishment and similar effects which rely on their not being on their home plane).

If slain, the tethered heart of an elemental avatar can be used in the creation of many magical items concerned with elemental control, resistance, etc.

Habitat: CoastalSwampUnderwater

FeralScience

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