Huge Elemental (Any Race), Neutral
Armor Class 22
Hit Points 320 (17d20 + 170)
Speed 45 ft., Walk 45 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
14 (+2)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +18, DEX +12, CON +18, WIS +13, CHA +14
Skills Athletics +22
Damage Vulnerabilities Thunder
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120ft, Tremorsense 90ft, Truesight 50ft, Passive Perception 18
Languages Common, Terran
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Empowered Attacks. The Avatar slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

Legendary Resistance (3/Day). If The Avatar fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.

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

Innate Spellcasting. The Avatar innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: meld into stone, move earth, wall of stone

Actions

Multiattack. The Avatar can make three attacks.

Stomp. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.

Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage.

Boulder. Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Earth Blades. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 20 (2d10 +10) bludgeoning damage.

Meteor.(Recharge 10 rounds). The Avatar summons a huge rock above the area desired by him in a 100ft radius. All those within the area of the impact will have to make a Dexterity saving throw with a DC22. On a failed save they take 60 bludgeoning damage and 30 force damage and knocked prone and half the damage on a success and are not knocked prone.

Legendary Actions

The Avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Avatar regains spent legendary actions at the start of his turn.

Teleport (Costs 2 Actions). The Avatar magically teleports up to 120 feet to an unoccupied space he can see. Anything The Avatar is wearing or carrying isn’t teleported with him.

Stomp. The Avatar makes one stomp attack.

Create Elemental (Costs 3 Actions). The Avatar hit points are reduced by 50 as he summons in an unoccupied space within 15 feet of him 3 Earth Elemetals. The Elementals acts on the same initiative count as The Avatar. The Avatar can’t use this action if he has 50 hit points or fewer. The elemental obeys The Avatar commands and fights until destroyed.

Monster Tags: Elemental

Habitat: DesertForestGrasslandHillMountain

ClaytonElDrago

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