Large Elemental, Any Non-Lawful Alignment
Armor Class 17
Hit Points 315 (30d10 + 150)
Speed 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws DEX +12, CON +12, WIS +9
Skills Athletics +11, Nature +8
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Exhaustion, Petrified, Poisoned
Senses Passive Perception 12
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Conductive. When the Elemental takes cold, fire, lightning, necrotic or radiant damage, it absorbs up to one type of energy that damaged it. While this ability is active, a plus one bonus is applied to any d4 roll to determine the Elemental's vulnerabilities and resistances to further damage of the same type. The Elemental alos does an extra 3d8 damage of the same type with all of its melee attacks.

Arcing Crown. At the start of the Elemental's turn, every creature of its choice within 15 feet of it must make a DC 19 dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.

Vampiric. Whenever this Elemental causes one or more creatures to take damage within 30 ft of it, the Elemental can choose any affected creature and heal half the damage taken by that creature.

Storm Striker. The Elemental does an extra 1d8 thunder damage with all of its attacks.

Different elements. When the Elemental takes damage, roll a d4. On a one, it is vulnerable to the damage you just did, on a two, it takes the damage normally, on a three, it is resistant to the damage, and on a four or higher, it is immune. Roll separately for each type of damage, and add a plus one bonus to the roll for bludgeoning, piecing, and slashing damage. 

Clinging Shadows. Any hostile creature that enters a space within 10 feet of the elemental or starts it turn there must make a DC 19 dexterity saving throw, taking 18 (5d6) necrotic damage on a failed save or half as much on a successful one. spaces within 10 feet of the Elemental are difficult terrane.

Driven. When a weapon attack made against the Elemental hits, it can chose to add half of the damage it took to it's next weapon attack. This can be done can be done once per turn.

Blinding Flash. When the Elemental deals lightning damage to a target, it can chose to release a blinding flash of energy. The target and all creatures within 5 feet of it must make a DC 19 constitution saving throw or be blinded for one minute. Affected creatures can repeat the save at the end of their turn, ending the effect on a success. 

MagnetizedWhenever a non-magical melee attack hits the Elemental, the attacker must succeed a DC 19 strength saving throw or loose hold of the weapon, in which case it becomes stuck to the Elemental. An agaisent creature can use an action or move action to attempt to grab the weapon with a successful DC 21 strength check. In addition, any creature wearing metal armor that moves within 5 feet of the Elemental must make a DC 19 strength saving throw or be pulled onto the Elemental and becomes by the elemental (escape DC 21). The grapple also ends if the target is no longer wearing armor. 

Volcanic Core. When the Elemental is reduced to 0 hit points, it does not die. Instead, it falls unconscious until its next turn, at which point it erupts in a 20 foot radius sphere centered on itself. any creature within the sphere mus make a DC 21 dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much on a successful one.

Hammering Blow. Whenever the Elemental hits with a melee attack, it can make a free shove attempt against the target.

Actions

Multiattack. The Elemental can make 2d6 attacks. If it hits with Fist of Chaos, it can not make any more attacks that turn.

Kick. Melee Weapon Attack: +9 to hit, reach 5ft., 1 target. Hit:  14 (2d8 + 5) bludgeoning damage. 

Burring Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) fire damage. 

Draining touch. Melee Weapon Attack: +9 to hit, reach 5f t., 1 target. Hit: 14 (2d8 + 5)  necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken.

Radiant Projection. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) radiant damage. 

Lightning Grasp. Melee Weapon Attack: +9 to hit, reach 5ft., 1 target. Hit: 14 (2d8 + 5) lightning damage. The attack roll has advantage and the damage is doubled if the target is wearing metal armor.

Acid Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) acid damage. In addition, non-magical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Tendrils of Cold. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) cold damage, and the targets speed is reduced by 10 feet until the end of its next turn.

Poison Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must make a DC 19 constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one.

Fist of Chaos (recharge 6). Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) bludgeoning damage, plus 4 (2d8 + 5) fire damage plus 4 (2d8 + 5) necrotic damage plus 4 (2d8 + 5) radiant damage plus 4 (2d8 + 5) lightning damage plus 4 (2d8 + 5) acid damage plus 4 (2d8 + 5) cold damage plus 4 (2d8 + 5) poison damage and the target must make a DC 19 constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. The target's speed is also reduced by ten feet, the target can't take reactions, and the target's hit point maximum is reduced by 2d8. In addition, non-magical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. When the attack hits, the monsters fist explodes in a 15 foot radius. Any creature in that area must make a DC 21 dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much on a successful one. 

Bonus Actions

Pyroclastic Blast (recharge 5-6). Ranged Weapon Attack: +10 to hit, range 30 ft., all targets in a 30 foot line. Hit: 17(4d6) fire damage and the targets must make a DC 19 strength saving throw or be knocked prone.

Prisition Tremor (recharge 5-6). The Elemental creates a 5 foot wide, 30 foot long line of force that causes the ground to become unstable. Any creature standing in the area must make a DC 19 dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone.

Baffling Vortex (recharge 4-6). The Elemental choses a point within 30 feet of it and creates a powerful dissorentin cylinder of wind 10 feet wide and 10 feet tall that dissipates after 1d4 rounds. A creature that enters the vortex or starts its turn there must make a DC19 strength saving through. On a failed save the creature is restrained until the wind dissipates. On a secsufel save, the creature treats the area as difficult terrain until the start of their next turn at which point they must make the save again if they are still in the vortex. 

Molten (recharge 4-6). As a bonus action on its turn, the creature can choose a point within 25 ft., with a radius of 5 ft. The ground around that point becomes extremely hot, dealing 6d6 of fire damage to any creature standing within the space, when the heat is summoned and at the end of their turn.

Chaos Bolt (recharge 5-6). As a bonus action on its turn, the Elemental may target one creature within 90 feet of it with a bolt of lightning infused with chaos. Creatures targeted with this ability must make a DC 19 dexterity saving throw, taking xd10 lightning damage on a failed save, or yd10 on a successful one (x = 3d4, y = 1d8). Once the save is resolved, there is a 70% chance that the closest creature within 15 feet of it the last target is struck by a new copy of the spell. Each time a new creature is struck, the probability of a new creature being hit goes down by 10. The effect can't target one creature more than once per round, and this keeps going until there are no legal targets.

Igneous Nova. As a bonus action on its turn, the can surround itself with a 10 foot tall, ten foot wide cylinder of kinetic force and fire. Any creature that moves into the space or starts its turn there must make a DC 19 constitution saving throw, taking 5d6 fire damage an 4d6 force damage on a failed save, half as much on a successful one.

 

Reactions

Stone Shield (recharge 4-6). The Elemental creates a barrier of solid stone that rises up from the ground, giving it three quarters cover from attacks from the direction of the triggering attack. Barriers created this way crumble to dust at eh start fo the Elemental's next turn. These barriers do not protect the Elemental from the magic missile  

Mountain_Dwarf_Monk

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