Large Elemental, Neutral Good
Armor Class 12 (Natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., Climb 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws CON +6
Damage Resistances Acid, Necrotic, Poison
Condition Immunities Exhaustion, Unconscious
Senses Blindsight 60ft. , Passive Perception 10
Languages Druidic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Aura of Life. Creatures of the Anima Elemental's choice within 30ft of it can regain 10 hit points at the start of each of its turns. The Anima Elemental only emits this aura while it isn't Incapacitated. 

False Appearance. While motionless, the Anima Elemental is indistinguishable from a large plant. A successful DC 18 Intelligence(Investigation) check is needed to discern that the elemental is animate. 

Forest Treader. The Anima Elemental can move through nonmagical difficult terrain created by nonmagical plants without using any extra movement speed. 

Photosynthesis. At the start of each of its turns, the Anima Elemental regains 10 hit points. If it starts its turn in sunlight, it regains 20 hit points instead. 

Spider Climb. The Anima Elemental can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Sun Absorption. Whenever the Anima Elemental takes radiant damage, it takes no damage and instead regains hit points to the amount of radiant damage dealt. 

Actions

Multiattack: The Anima Elemental makes two Anima Vine attacks. It can substitute any one of these attacks for an Anima Bolt attack.

Anima Vine: Melee weapon attack, +6 to hit, reach 10ft, one target. Hit 17(4d6+3) bludgeoning damage. Upon a hit, the target is grappled and Restrained(escape DC 15).

Anima Bolt: Ranged spell attack, +6 to hit, range 120ft, one target. Hit 12(2d8+3) poison damage. If this attack is made in sunlight, it deals an additional 9(2d8) radiant damage.

Anima Beam(Recharge 5-6): The Anima Elemental fires a beam of light in a 60ft line that is 5ft wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 13(3d8) poison damage plus 13(3d8) radiant damage on a failed save, and half as much on a successful one. 

If the Anima Elemental uses this attack in sunlight, it deals an additional 22(5d8) poison damage plus 22(5d8) radiant damage. 

Bonus Actions

Plant Stride. As a bonus action, the Anima Elemental can enter a huge or larger plant and emerge 5ft from another huge or larger plant within 60ft of its original location.

Reactions

Tree Stride. If the Anima Elemental is within 5ft of a huge or smaller plant, it can use its reaction to merge into that plant whenever it is targeted by an attack or saving throw. This reaction occurs before the triggering effect and grants the Anima Elemental total cover as it takes no damage. This effect only applies to the trigger attack or effect. 

Description

Anima Elementals are elementals that are truly a sight to behold. They give life to any and every living thing and plant, as well as defend those who cannot defend themselves. They will even stop an Infernal Venator in the middle of a hunt to defend the prey, welcoming death. These elementals are essentially large masses of leafy plants and twisting vines, all at the center a glowing amber-colored crystal worth 500gp. These crystals have been confirmed to be made from Rhymorra's earthen soil, meaning that they were created by magic. Everyone knew the answer to the question as to who created them: Synthetic. Some say that Synthetic is forming an army to fight against Shadowtouched Rezakiri and potentially Ancerion and his undead legions. However, no one has found Synthetic to ask him that question, and those who do are sworn to secrecy. 

Shadowtouched_Rezakiri

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