Immutable Form. The Apex Primordial cannot be changed by any means short of a Wish spell.
When the Apex Primordial isn't moving it is indistinguishable from a rock formation of its' choosing.
Apex Primordial makes 2 attacks
Action Melee Attack. Slam: +14 to hit, reach 15 ft., 1 target. Hit: 22 (4d10 + 8) bludgeoning damage. AOE 5 ft of target takes 1d10 force dmg.
Action Ranged Attack. Elemental Lash: Dexterity ST (DC 21), range 60ft (120ft for flame column). 1 target. Hit: (8d6 + 8) [cold/fire/bludgeoning/slashing] damage.
- Fire Column/Ice Spike/Air Blast/Earth Smash
Become One: Apex Primordial can reform as a bonus action on a turn after using "Split" as a Legendary Action.
Dominating Presence: Apex Primordial roars and all creatures in 300 ft that can see or hear the Primordial have to succeed on a Wisdom ST (DC 21) or become frightened of it for one minute or until it can no longer see the Apex Primordial. Animals, Beasts, any beast-type player character (ex. Simic Hybrid, Shifters, a character afflicted with a lycanthropy), and Monstrosities have disadvantage on this save.
Opportunity Attack.
Split (Costs 3 Actions). Apex Primordial splits its' essence into 4 elementals and each move up to half their movement speed using their charge abilities if able. While split the Apex Primordial uses its health, attack modifiers and takes half damage from all sources once it reforms.
Extreme Presence (Costs 2 Actions). Apex Primordial sweeps its' arms in such a way, as to create space. All creatures that are within 10 ft must make a DC 21 Dexterity ST. On a failed save a creature takes 2d10 Bludgeoning Damage, is knocked back 5 ft and falls prone. On a successful save the creature takes half as much damage, is knocked back but does not fall prone.
Elemental Provider (Costs 1 Action). Apex Primordial launches a Mephit (DM chooses type) at a creature within 30 ft. The Mephit explodes on impact (see Mephit MM).
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A hulking configuration of elements. Each forming with the next.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Apex Primordial takes a lair action to cause one of the following effects; the Apex Primordial can’t use the same effect two rounds in a row:
- The earth in a 30 ft radius area shifts and becomes difficult terrain.
- Vines, earth, or water rise up and an area is subjected to the entangle spell (The ST is the Apex Primordial's DC Save).
Regional Effects
The region containing a legendary Apex Primordial's lair is rich with nature and overgrown, which creates one or more of the following effects:
- Elementals flock to this area within one year prior to an awakening.
- The region has patches of difficult terrain that make some passages impassible.
If the Apex Primordial dies, these effects fade over the course of 5d6 days.
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