Large Elemental, Neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft., Fly 50 ft.
STR
12 (+1)
DEX
18 (+4)
CON
18 (+4)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Senses Darkvision 60 ft., Passive Perception 10
Languages Primordial
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Limbo Incarnate. The elemental is a creature of pure chaos, constantly changing its form and its elemental state. At the start of each of the elemental's turns, it changes its AC and immunity at random. Roll 1d20 and 1d12. The number rolled on the d20 + 5 is the elemental's new AC.  The number rolled on the d12 determines its immunity and damage type according to the following:

  1. Bludgeoing, Slashing & Piercing
  2. Fire
  3. Cold
  4. Lightning
  5. Thunder
  6. Poison
  7. Acid
  8. Psychic
  9. Necrotic
  10. Radiant
  11. Force
  12. Two elemental energies combine. Roll again twice, ignoring any 12s. 

Both properties last until the start of the elemental's next turn.

Form of Chaotic Energy. 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) damage (type depending on its current immunity). 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) (type depending on its current immunity).

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) damage (type depending on its current immunity).

Description

A faint humanoid shape shows in a fire elemental’s capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders.

Monster Tags: Elemental

Habitat: Desert

MrFlowMoe

Comments

Posts Quoted:
Reply
Clear All Quotes