Gargantuan Elemental, Chaotic Evil
Armor Class 14 (16 with Quenched Lava Bonus)
Hit Points 369 (20d20 + 160)
Speed 50 ft., Walk 30 ft.
STR
29 (+9)
DEX
13 (+1)
CON
27 (+8)
INT
19 (+4)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +16, CON +15, INT +11
Skills Athletics +15, Intimidation +10, Perception +7
Damage Vulnerabilities Bludgeoning, Cold, Force, Thunder
Damage Immunities Acid, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Tremorsense, Truesight, Passive Perception 17
Languages Common, Ignan, Primordial, Terran
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Water Weakness. Bif is vulnerable to cold damage from ice and water. If he comes into contact with water, he takes a number of damage equal to 2d6 cold damage per 5 gallons of water.

Molten Body. Creatures who get within 5 ft of Bif take 2d10+9 fire damage, and must then make a DC 14 CON save or take 1d6 burn damage. Creatures who hit Bif with a melee attack also take 1d6 fire damage, and the weapon suffers a -4 to hit penalty as the magma begins to eat/burn it away. If a creature makes 3 hits on Bif with the same weapon, that weapon is completely melted away and useless. Adamantine and Mithril weapons are immune to this.

Viscous Magma. Bif leaves behind a trail of molten lava as he moves, classified as difficult terrain. Creatures who enter this molten area take 3d10 fire damage and must make a DC 14 CON save or take 1d6 fire damage.

Quenched Lava Shell. If Bif is hit with ice or water, he gains a +2 bonus to his AC for 3 turns before the rock is melted again. This also makes Bif vulnerable to Bludgeoning, force, and thunder damage.

Legendary Resistance 3/day. If Bif fails a saving throw, he can choose to succeed instead.

Actions

Volcanic Glass Shard Spray. (Recharge 4-6) Ranged attack. 50ft cone, DC 20 DEX save or creatures take (29) 10d4+9 slashing damage, half as much on a save. Creatures who take damage also make a DC 14 CON save or take 1d4 persistent (2 rounds at start of affected creatures turn) bleed damage, repeating this save at the start of their turn until they pass.

Hematite Dike. (Recharge 4-6) Melee attack, 30ft reach, multiple targets within 5 ft of the dike. +17 to hit. (34) 5d10+9 bludgeoning damage.

Magma Ball (Recharge 5-6). Ranged Attack. 15ft radius, DC 20 DEX save, or creatures take (49) 10d8+9 fire damage, half as much on a save. Damaged creatures also must make a DC 14 CON save or suffer from 1d6 fire damage, repeating this save at the start of their turn until they pass. The ground where the magma ball hit is turned into difficult terrain.

Lava Fist. unarmed melee attack. 20ft reach, +17 to hit. (24) 3d10+9 bludgeoning damage and (9) 3d6 fire damage. Damaged creatures also must make a DC 14 CON save or suffer from 1d6 fire damage.

Bonus Actions

Pahoehoe Ropes. (Recharge 6) 30ft cone, +17 to hit. Creatures are grappled and restrained and take (25) 4d8+9 fire damage as they are pulled 10ft closer to Bif. Creatures can attempt a DC 19 escape check as an action at the start of their turn. If a creature is unable to free itself from the lava ropes within 2 rounds, or if the ropes take cold damage (from ice or water) they are instead encased and restrained by basalt (AC 15, 25 HP) and must be broken out, losing access to escape checks.

Legendary Actions

Bif has 3 Legendary Actions that he can use after any creatures turn has ended. He regains all legendary actions at the start of his turn.

Magnetic Aura (3). Bif controls the iron inside his being to create a magnetic Aura with a 30ft radius that attracts metallic items. Any metallic item (weapon, armor, other things) that is being held or worn by a creature subjects them to a DC 16 STR save. On a fail, the held item is attracted and absorbed into Bif. If a creature is wearing a metallic item and fails their save, they are moved 20ft closer to Bif.

Summon Elementals (2). Bif can summon 1d4 earth elementals and 1d4 fire elementals. He cannot Summon more elementals until they have all been defeated.

Radiating Dikes (3) (Recharge 5-6). Bif shoots out 8 dikes from the center of his being, which use the same stats as hematite dike attack.

Magma Replenish (1). Bif can reach into a pool of magma and heal 2d20+16 HP from it. This also recharges all of his attack actions.

Description

Bif is the being that resides inside Mt. Boom. He thirsts for more power. But since the last explosion that happened centuries ago, the volcano and biff have lied dormant. When the top of the volcano was blown off, the most important piece of Bif flew off with it. And flew. And rolled. And traveled. All the way to the center of the continent where some nobody tabaxi picked him up. Bif desperately needs to be reunited with his body. For without his spirit, the magma chamber cannot grow and lies quiet and dormant; Harmless.

Bif's weakspot lies ontop of him: the rock with the googly eyes. if someone were able to remove the source of his power from his insane body, the magma being would be useless once more. He may be smarter than the average cookie, but he is incredibly cocky with a huge hubris.

Lair and Lair Actions

Bif's lair is the interior magma chamber of Mt. Boom. Fresh magma runs throughout, and the ground is constantly cooling, but then melting away because of the conduction from the vast amounts of heat.

While fighting inside his lair, Bif can harness the chaotic earthen energy to take a lair action, choosing one effect from the list below. Bif can't use the same lair action twice in a row. These effects take place on initiative 20 (losing ties):

  • There are 4 5ft radius pools of bubbling magma scattered throughout Bif's lair. Bif can cause all pools to burst, and creatures within 10ft of a pool must make a DC 14 DEX save or take (9) 3d6 fire damage. A pool that is touched by at least 5 gallons of water or affected by ice is cooled sufficiently to become solid.
  • The heat from the magma begins to melt away a new section of the ground, replacing a magma pool in a new spot. Creatures caught in this area make a DC 14 DEX save to jump to stable ground, or are caught in the magma pool and take (24) 8d6 fire damage. Bif can also use this effect to recreate one cooled magma pool.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point that Bif can see within 120 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 CON save or take (8) 4d4 poisoned damage and be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • A tremor shakes the volcano in a 60ft radius around Bif. Creatures in this area make a DC 14 DEX save or are knocked prone.

Monster Tags: Elemental

Habitat: MountainUnderdark

JabbyTheHot

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