Gargantuan Elemental, Neutral
Armor Class 26 Natural armor
Hit Points 1450 (50d20 + 400)
Speed 60 ft., fly 120 ft. (hover), swim 60 ft., burrow 60 ft.
STR
30 (+10)
DEX
24 (+7)
CON
28 (+9)
INT
18 (+4)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws STR +19, DEX +16, CON +18, INT +13, WIS +16, CHA +17
Skills Arcana +12, Athletics +19, Insight +15, Perception +23
Damage Immunities Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 33
Languages Primordial, Telepathy 300ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Innate Spellcasting. The Titan's innate spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:

  • At will: Control Weather, Earthquake, Tsunami, Fire Storm
  • 3/day each: Meteor Swarm, Time Stop, Shapechange, Wish (for non-personal effects only)

Elemental Absorption. Whenever the Ancient Earthlord is subjected to acid, cold, fire, lightning, or thunder damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Legendary Resistance (5/Day). If the Earthlord fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The Earthlord's weapon attacks are magical

Elemental Rebirth (Recharges after a Short or Long Rest). If the Earthlord is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 800 hit points. Additionally, the Earthlord can immediately cast Wish (for non-personal effects only) without expending a spell slot.

Actions

Multiattack. The Earthlord can use its Frightful Presence. It then makes four attacks: two with its fists and two with its elemental rays.

Fist. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 55 (8d8 + 11) bludgeoning damage plus 27 (6d8) acid, cold, fire, lightning, or thunder damage (Earthlord's choice).

Elemental Ray. Ranged Spell Attack: +16 to hit, range 300 ft., one target. Hit: 72 (16d8) acid, cold, fire, lightning, or thunder damage (Earthlord's choice).

Frightful Presence. Each creature of the Earthlord's choice within 240 feet of the Earthlord and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Earthlord is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Earthlord's Frightful Presence for the next 24 hours.

Legendary Actions

The Ancient Earthlord can take 5 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 Earthlord regains spent legendary actions at the start of its turn.

  • Attack. The Earthlord makes one attack with its fist or elemental ray.
  • Elemental Burst (Costs 2 Actions). The Earthlord releases elemental energy in a 90-foot radius. Each creature in that area must make a DC 25 Dexterity saving throw, taking 66 (12d10) acid, cold, fire, lightning, or thunder damage (Earthlord's choice) on a failed save, or half as much damage on a successful one.
  • Summon Elementals (Costs 3 Actions). The Earthlord summons 1d4+1 elementals of CR 10 or lower. The summoned elementals appear in unoccupied spaces within 60 feet of the Earthlord and act as its allies. They remain for 1 hour or until they or the Earthlord dies.

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Mythic Actions

If the Ancient Earthlord's mythic trait is active, it can use the options below as legendary actions for 1 hour after using its Elemental Rebirth.

  • Elemental Surge (Costs 2 Actions). The Earthlord releases a surge of elemental energy. Each creature of the Earthlord's choice within 240 feet of it must succeed on a DC 25 Constitution saving throw or take 72 (16d8) acid, cold, fire, lightning, or thunder damage (Earthlord's choice) and be stunned until the end of the Earthlord's next turn.
  • Prismatic Ray (Costs 3 Actions). The Earthlord fires a prismatic ray at a creature it can see within 300 feet. The target must make a DC 25 Dexterity saving throw. On a failed save, the target takes 90 (20d8) damage of a type determined by the Earthlord (acid, cold, fire, lightning, or thunder) and is blinded until the end of the Earthlord's next turn. On a successful save, the target takes half as much damage and isn't blinded.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Earthlord takes a lair action to cause one of the following effects:

  • Elemental Storm. The Earthlord conjures an elemental storm in a 120-foot radius centered on a point it can see within 300 feet. Each creature in that area must make a DC 25 Dexterity saving throw, taking 54 (12d8) acid, cold, fire, lightning, or thunder damage (Earthlord's choice) on a failed save, or half as much damage on a successful one.
  • Elemental Surge. The Earthlord targets one creature it can see within 120 feet of it. The target must succeed on a DC 25 Constitution saving throw or take 36 (8d8) acid, cold, fire, lightning, or thunder damage (Earthlord's choice) and be stunned until the end of its next turn.
  • Summon Elementals. The Earthlord summons 1d4 elementals of CR 5 or lower. The summoned elementals appear in unoccupied spaces within 60 feet of the Earthlord and act as its allies. They remain for 1 hour or until they or the Earthlord dies.
  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Ragnarok__

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