Medium Elemental (Titan), Lawful Good
Armor Class 19 (natural armor)
Hit Points 675 (54d8 + 432)
Speed 40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
26 (+8)
INT
19 (+4)
WIS
28 (+9)
CHA
16 (+3)
Saving Throws STR +15, CON +16, INT +12, WIS +17
Skills Arcana +12, History +12, Perception +17, Persuasion +11
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 27
Languages Aquan, Auran, Common, Ignan, Terran
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Elemental Conflux. Anazelle’s body is composed of harmonious elemental energies. At the start of each of her turns, she may choose which of those energies is expressed, chosen from the following options, which gives her the corresponding benefits. Additionally, when Anazelle deals elemental damage, she instead deals damage according to which element she is expressing.

  • Air. Anazelle has a flying speed of 60 feet (hover), and her elemental damage is thunder.
  • Earth. Anazelle has a burrowing speed of 30 feet and tremorsense out to a range of 60 feet, and her elemental damage is bludgeoning.
  • Fire. When a creature hits Anazelle with a weapon attack while within 5 feet of her, the creature takes 22 (5d8) fire damage. Anazelle’s elemental damage is fire.
  • Water. At the end of each of her turns, Anazelle regains 22 (5d8) hit points. Anazelle’s elemental damage is cold.

Mythic Resistance. When Anazelle fails a saving throw, she can expend one of her unspent legendary actions to succeed instead.

Actions

Multiattack. Anazelle takes two different actions, chosen from the following options.

Elemental Bolts. Ranged Spell Attack: +17 to hit, range 300 ft., three different targets. Hit: 37 (8d6 + 9) elemental damage.

Eruption. Anazelle magically commands the ground in a 30-foot space within 300 feet of her to erupt with elemental power. The area becomes difficult terrain, and at the start of Anazelle’s next turn the ground erupts in a column of elements that rises to a height of 100 feet. Creatures in the affected area when the ground erupts must succeed on a DC 25 Dexterity saving throw or take 135 (30d8) elemental damage, or half as much on a success.

Primordial Conduit (Recharge 5–6). Anazelle charges herself with overwhelming power until the end of her next turn. For the duration of the effect, creatures cannot have immunity to damage dealt by her, and all damage she deals is doubled.

Prison. Anazelle conjures an elemental prison around a creature she can see within 120 feet of her. The prison is an object with an AC of 15 and 50 hit points that is the same size as its target. A creature has total cover from everything outside the prison, and vice versa. At the end of each of its turns, a creature within the prison takes 22 (4d10) elemental damage. The prison lasts for 1 hour or until Anazelle uses this option again.

Siphon. Anazelle siphons the magic away from a spell or magic item of legendary quality or lower that she can see within 120 feet of her. If the target is a magic item being held or worn by a creature, that creature can attempt a DC 25 Charisma saving throw, preventing the effect on a success. Otherwise, the magic item becomes an ordinary item. If the target is a spell, the spell ends.

Torrent. Anazelle magically projects a torrent of elemental power in a 300-foot line that is 5 feet wide. Each creature in the affected area must succeed on a DC 25 Constitution saving throw or be coated in elemental matter for 1 minute. A creature so coated suffers an effect according to which element Anazelle was expressing when she took this action. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success.

  • Air. The target is wreathed in swirling winds, causing it to automatically miss on ranged attacks.
  • Earth. The target is coated in heavy earth, preventing it from taking bonus actions or reactions.
  • Fire. The target is saturated with choking smoke, preventing it from speaking or casting spells with verbal components.
  • Water. The target is doused in icy water, reducing its speed to 5 feet.
Legendary Actions

Anazelle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Anazelle regains spent legendary actions at the start of her turn.

Expression. Anazelle changes her expressed element per her Elemental Conflux feature.

Move. Anazelle moves up to her speed.

Elemental Power (Costs 2 Actions). Anazelle uses her Elemental Bolts, Prison, Torrent, or Siphon action.

Primordial Conduit (Costs 3 Actions). Anazelle uses or recharges her Primordial Conduit action.

Description

"The universe provides. One only has to ask politely."

Artistic genius can take many unusual forms. Few are stranger than the noble djinni known as Anazelle-Shan. This elemental is a striking feminine figure with pale blue skin of a composition not unlike pottery. Her hands are those of a working artist, one who toils obsessively over her craft with unbridled passion. Anazelle’s most striking feature is her magnificent hair. Its long braids are composed of an ever-shifting but harmonious conflux of elemental matter. Earth, wind, fire, and water all exist in perfect balance, whipping about the djinni as though her locks were alive. This unusual feature reflects Anazelle’s true nature. She is the pinnacle of elemental existence, having incorporated disparate forces into her form without compromising on what makes them unique. When the Creator speaks, her voice is soft and slow, articulating each word with considerable weight. While she may appear a reclusive and eccentric artist, the wise know that only a true master of elemental forces can exist in such a state. Those who dare test the Creator in battle swiftly find themselves facing the combined might of the elemental planes, channeled effortlessly through one mighty being.

Lair and Lair Actions

Deep within Anazelle’s territory, surrounded by whirling vortices of elemental power, is an open-air workshop and a modest house that Anazelle calls home. Most of the space is dedicated to a massive structure roiling with spheres of pure, refined elemental matter. Called the Worldforge, it is here that Anazelle harnesses the power that forged the planes to fashion her arms and armor. The Creator uses this tool with extraordinary skill, drawing forth its elemental energies and painting her creations into being. While the Worldforge is indeed impressive, within the earth beneath it is a grand gallery holding hundreds of magic weapons and armor. Each was handcrafted by Anazelle and stands among the finest ever produced. Some are gigantic and fit for titans, while others are comfortable in the subtle grip of halflings. No matter your needs or desires, there is no doubt that the armory of Anazelle has what you are looking for.

Lair Actions

On initiative count 20 (losing initiative ties), Anazelle can take a lair action to cause one of the following effects. Anazelle can’t use the same effect twice in a row.

  • Anazelle conjures a magic weapon or armor of legendary quality or lower from within her gallery. The item either appears in her free hand (if a weapon) or is immediately donned by her (if armor), and she becomes immediately attuned to it (when applicable). This item returns to the gallery when she uses this option again.
  • A vortex of swirling elemental matter appears in a 20-foot radius centered on a point within the lair, which lasts until the next initiative count of 20. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 20 Constitution saving throw or suffer one of the following effects (Anazelle’s choice):
    • The creature takes 22 (4d10) fire damage.
    • The creature is thrown 60 feet away from the vortex in a straight line, landing prone.
    • The creature is knocked unconscious until the end of that turn.
    • The creature cannot take bonus actions or reactions until the end of its next turn.
  • An elemental friendly to Anazelle appears in an unoccupied space of her choice within the lair.

Regional Effects

The region containing Anazelle’s lair is transformed by her elemental power, which creates the following effects within 15 miles of her lair.

  • Creatures that attempt to transport between the planes in the affected area always arrive in a random, safe location on an elemental plane, regardless of their intended destination.
  • Elementals that are conjured or summoned into the affected area can choose to remain for as long as they like, even if they would otherwise be forced to return from whence they came by a spell or effect.
  • The area is transformed into a strange elemental environment known as a conflux domain. A conflux domain is a rare congruence of elemental harmony. Air, earth, fire, and water all exist in primal, magical states as they would on the elemental planes. However, instead of conflicting with each other, the elements are in alignment. Great stones twist through the air on blasts of wind, while water and fire flow down rivers in perfect synergy. These magical displays are reflective of a beautiful and cosmic order brought to the area, one that allows many ordinarily hostile creatures to find peace and companionship.
    • Creatures. Dragons, elementals, and constructs are the most common types of creatures found within a conflux domain. However, any creature with a strong affinity for the elements may find itself enjoying comfort and safety here.
    • Detection. A successful DC 24 Wisdom (Survival) check is required to determine a conflux domain’s true nature.
    • Properties. A conflux domain causes the following effects within its area.
      • Elemental Oddities. Due to a confluence of elemental energies, creatures native to the area have immunity to cold, fire, lightning, and thunder damage.
      • Unnatural Wonders. When an environmental effect within the area would deal cold, fire, lightning, or thunder damage, it instead deals a different type of damage chosen from cold, fire, lightning, or thunder damage.
      • Transplanar Physics. When a non-native creature enters the affected area for the first time in 24 hours, it must succeed on a DC 20 Charisma saving throw or be partially banished from the dimensional space for as long as it remains within the area. While so banished, the creature’s speed is halved, and it deals half damage to other creatures. If an affected creature leaves the area, it cannot reenter the domain until 24 hours have passed.If Anazelle is destroyed, these effects fade immediately.

Monster Tags: GenieElemental

The_Hidden

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