Large Elemental, Neutral
Armor Class 12
Hit Points 120 (12d10 + 48)
Speed 50 ft., Hover
STR
11 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
7 (-2)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Myst 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 5 (1d10) 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 5 (1d10) force damage.

 

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage.

Manipulate Myst. The elemental manipulates the Myst around a target it can see within 30ft, forcing it to make a DC 15 Constitution saving throw. On a failure, the target rolls on the Wild Magic table as if it had triggered the surge, re-rolling sorcerer specific effects.

Reactions

Absorb Myst. When a creature within 30ft of the elemental rolls on the wild magic table, the Chaos Elemental can use its reaction to absorb some of the overflowing magic - regaining 6 (1d10) hit points.

Description

Born of the thick magic fog known as Myst, Chaos elementals are an embodiment of the wild magic that flows around them.

They are often accompanied by Myst Mephits - lesser chaos elementals that cling to the Chaos Elemental like children to their mother. 

Habitat: ForestMountainUnderdark

HalfGayHalfElf

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