Segment | AC | HP |
---|---|---|
Earthen Arm |
17 | 5d10+36 |
Fire Arm |
13 | 3d10+36 |
Water Leg |
14 | 4d10+36 |
Air Leg |
15 | 2d10+36 |
Multiattack: The elemental makes two Slam attacks, it can choose to do this with either of it's arms or one of each.
Slam (Fire Fist): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Slam (Earthen Fist): Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Deflect: The Omnimental is adept at using it's different segments to protect weaker segments from harm. 1/round the Omnimental can change the target of an attackers attacks to one of it's other segments. If the attack misses the new segment then the attack was deflected, otherwise it does the damage as normal for the new segment.
The Omnimental can take 2 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. The dragon regains spent legendary actions at the start of its turn.
- Blaze: The Omnimental emits a fire aura that does 1d6+2 fire damage to any creature within 5 feet of the Omnimental if the fail a DC 13 Dexterity Saving throw. If they succeed on the save then they take half damage.
- Escape: The Omnimental is quick and agile, floating on the wind, taking this legendary action allows the Omnimental to move at max speed without drawing attacks of Opportunity.
Description
Born of arcane magic, the Omnimental does not seem to fit into the standard allowance for natural sensibility. The four basic elements make up this creatures body. Fire and Earth make up it's arms and upper torso, while water and air make up it's legs and lower body. It's head seems an even more abstract puzzle as all four elements fight for control of the features, one minute being a stone with flaming eyes, the next a whirlwind of air spouting water, then a moment later half fire half water with Steam rising from the line where the two meet.
No matter the chaos of it's body there is one thing for sure, this creature is angry, and it doesn't like visitors to it's chambers.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Omnimental takes a lair action to Regenerate 10 HP for each of it's segments from the arcane stones that created it. If the stones for the elements are destroyed those segments no longer regenerate. If the stones are not destroyed this will regenerate any lost segments of the Omnimental, reconstituting them.
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