Gargantuan Elemental, Chaotic Neutral
Armor Class 20
Hit Points 423 (28d12 + 252)
Speed 40 ft., Climb 40 ft., Fly 40 ft., Swim 40 ft., Walk 40 ft.
STR
28 (+9)
DEX
20 (+5)
CON
28 (+9)
INT
20 (+5)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +15, INT +11, WIS +12
Skills Intimidation +16, Perception +14
Damage Resistances Acid, Cold, Fire, Lightning, Poison, Psychic, Thunder
Damage Immunities Force; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Tremorsense 120 ft, Passive Perception 16
Languages Draconic, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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.

 

Actions

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 LashDexterity 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

Bonus Actions

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.

Reactions

Opportunity Attack.

Legendary Actions

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). 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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.

Monster Tags: Elemental

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwater

Lastmartian

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