Huge Elemental, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 161 (14d12 + 70)
Speed 30 ft., in physical form , Swim 90 ft. in gaseous form, Fly 90 ft. in gaseous form, Burrow 30 ft. in physical form
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Damage Vulnerabilities Thunder
Damage Resistances Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 10 ft., Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages Aquan, Auran, Ignan, Primordial, Terran
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The elemental's innate spellcasting ability is Constitution (spell save DC 17). The elemental can innately cast the following spells, requiring no material components:

At will: chromatic orb (5th level), color spray (5th level), thaumaturgy

1/day: prismatic spray, plane shift

Chromatic Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 9 (2d8) force damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) force damage.
The elemental can also assume a physical form resembling an earth elemental as a bonus action. While in this form, it gains a burrowing speed of 30 feet, and it does not disturb the material it moves through while burrowing. It can return to its gaseous form as a bonus action.

Illumination. The elemental sheds bright light in a 50-foot radius and dim light in an additional 50 feet.

Siege Monster. The elemental deals double damage to objects and structures.


Actions

Multiattack. The elemental makes three slam attacks.

Slam.
 Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) force damage.

Prismatic Pulse (Recharge 4-6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 20 (3d10 + 4) force damage and is flung up 30 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the force damage and isn't flung away or knocked prone.

Bonus Actions

Shift Form. The elemental can assume a physical form resembling an earth elemental. While in this form, it loses its flying speed, gains a burrowing speed of 30 feet, and does not disturb the material it moves through while burrowing. If in its physical form, it can return to its gaseous form, losing its burrowing speed and regaining its flying speed in the process.

Description

A chromatic elemental is the result of a fire, water, and air elemental entering an earth elemental's body. This fusion of elemental energy creates a being of chaos, capable of crossing planes and ripping portals into them. 

A chromatic elemental in its gaseous form resembles a cloud with several prism shards moving inside of it. In its physical form, it resembles an earth elemental made of crystal instead of rock.

Habitat: CoastalDesertMountainSwampUnderdarkUnderwater

Amoebium

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