Medium Elemental, Lawful Good
Armor Class 16 Natural armor
Hit Points 114 (12d10 + 48)
Speed 30 ft., Fly 60 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws INT +4, WIS +6, CHA +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft, Passive Perception 13
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

By Your Powers Combined. Captain Planet must be summoned using the command words from the Ring of Earth, Ring of Fire, Ring of Wind, Ring of Water, and Ring of Heart. The wearers may target any single area within 30 ft that is within line of sight of all of them, and each one must use an action to do speak the command word of the attuned ring.

The Power Is Yours. If Captain Planet ever drops to 0 hit points, he will vanish, relinquishing power back to the five rings from which he was summoned. The ring bearers must take a long rest before Captain Planet can be summoned again.

Spellcasting. Captain Planet's innate spellcasting ability is Wisdom (Spell save DC 16, +8 to hit with spell attacks). He can innately cast every spell that the five rings used to summon him can, without using material components.

Captain Planet prefers to avoid combat, staying far out of reach of enemies and hindering their movement and preventing them from getting close to both him and who he decides to protect.

Actions

Multiattack. Captain Planet makes two slam attacks, or one slam attack and one cantrip.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d8 + 2) bludgeoning damage. 

 

starcrossed

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