Large Elemental, Unaligned
Armor Class 17 Natural Armor
Hit Points 54 (8d10 + 10)
Speed 45 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
1 (-5)
WIS
8 (-1)
CHA
1 (-5)
Saving Throws CON +7
Damage Vulnerabilities Bludgeoning
Damage Resistances Slashing
Condition Immunities Charmed, Frightened, Poisoned
Senses Tremorsense 120 ft., Passive Perception 10
Languages No languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Overcharged. When the Arcane Gorger has 3 charges, the prism shaped crystals surrounding the core begin to start spiraling around the stone prism. The creature now becomes weak to slashing, piercing, and bludgeoning damage, but no longer takes damage from its Absorb Energies legendary action. 

Actions

 

Pinning Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 9 (2d4 + 4) [bludgeoning] damage. The target hit by this attack is considered grappled by the Arcane Gorger. The Arcane Gorger can only use this on 1 creature

Shard Spike. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 13 (3d4 + 6) [piercing] damage. 

Arcane Blast. Only can be used after 3 charge actions and replenishes after 3 more RangedWeapon Attack:  dex save DC 18, range 90 ft. line, 10 ft. width, Hit: 27 (6d6 + 6) [Force] damage.

Legendary Actions

The Arcane Gorger may take 1 Legendary Action for each attack that hit it. The Arcane Gorger has 4 Legendary Actions that replenish at the start of its turn.

Shard Splinter (Costs 1 Action). Creatures within 5 feet of the Arcane Gorger make a dexterity saving throw, and take 1d4+2 damage or none if they pass the save. 

Absorb Energies (Costs 2 Actions). When the Arcane Gorger takes damage from a spell that doesn't do radiant or necrotic damage it is able to use its reaction to perform the Charge action and halve the damage it takes, but it takes 2d4+4 piercing damage. 

Description

A monster composed of many prism shaped crystals surrounding a core, a face of a similarly prism shaped (but significantly larger) stone that has an opening along the edges of the front of the creature revealing a core composed of what seems to be material for some arcane focuses. They are able to travel by placing four of their crystals above the floor, and its body follows it. Its existence is entirely due to earth elementals being exposed to immense amounts of arcane energy, thus it does not leave its source of existence frequently. It absorbs magical energies as a form of sustenance so arcane spellcasters catch this the monster's attention with ease.

Lair and Lair Actions

An area that frequently provides powerful bursts of arcane energies to sustain the creature. 

Lair Actions

On initiative count # 20 (losing initiative ties), the Arcane Gorger takes a lair action to cause the following effect:

  • Charge: The runes around the lair begin to glow and prepare for an arcane surge.

 

xchrysaorx

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