Gargantuan Elemental (Angel, Controller, Sorcerer, Wizard), Chaotic Neutral
Armor Class 30 21
Hit Points 6000 (300d20)
Speed
STR
30 (+10)
DEX
19 (+4)
CON
30 (+10)
INT
30 (+10)
WIS
28 (+9)
CHA
30 (+10)
Skills Animal Handling +10, Arcana +10, Deception +7, History +13, Nature +13, Religion +10, Survival +8
Senses Blindsight, Darkvision, Tremorsense, Truesight, Unknown, Passive Perception 10
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a 20-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has the following [cosmic sorcerer] spells prepared:
Cantrips (at will): [telepathic whisper], [dreamwalking] 
1st level (# slots): [Mind Control], [Portal creation] 

Innate Spellcasting (Psionics). The Cosmic Elemental's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift

Magma Storm. The elemental can force eruptions in the surrounding area, causing magma to shoot up into the air and spray downward, a ranged attack while within 50 feet of it takes 5 (1d10) fire damage. 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 (10d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (10d10) fire damage at the start of each of its turns.

Hurricane Storm. The elemental can force huge storms when creatures are near water in a ranged attack while within 50 feet of it takes 5 (1d10) fire damage. 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 (10d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (10d10) fire damage at the start of each of its turns.

Wind Storm. The elemental can cause bashing winds and tornadoes as a ranged attack while within 50 feet of it takes 5 (1d10) fire damage. 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 (8d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (10d10) fire damage at the start of each of its turns.

 

Tidal wave. The elemental can create large waves of crashing water as a ranged attack while within 500 feet of it takes 5 (20d10) bashing damage. 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 (20d10) bashing {"diceNotation":"20d10","rollType":"damage","rollAction":"water Form","rollDamageType":"water"}[/rollable] bashing damage at the start of each of its turns.

Actions

 

Elemental Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (10d8 + 5) bludgeoning damage.

Multiattack. The Cosmic makes two Slam or Energy Bolt attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) force damage.

Energy Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 32 (5d12) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.

Cosmic Exhalation (Recharge 5–6). The cosmic exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12) necrotic damage if the Cosmic can cact as both Fiend or radiant damage and Cosmic as a Celestial, and the creature has the blinded condition until the end of the cosmic’s next turn. On a successful save, a creature takes half as much damage only.

Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (13d10 + 3) force damage. Which can be directed into the reaches of cosmic space.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Elemental fits.

When angry, or upset,  Cosmic Plane Elementals can cause a vast number of Elemental occurrences such as earthquakes, volcanic eruptions,  massive storms, and sadness can bring about floods.

Legendary Actions

Enter the description of how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). The cosmic elemental can create a sea of life in which a pond or small body of water erupts with numerous lifeforms that have been designed by the elemental. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Plane Elementals are interstellar cosmic beings, that are living planetary creatures, though some can be undead. Plane Elementals are usually comprised of each element being a massive elemental composite, and may have habitation, and one or more elements being more dominant. Created by a wish, gone awry due to poor wording, these beings were once humanoid spell caaters that in most cases were trying to escape dire circumstances, and in a few cases, power hungry with a poorly worded wish.

As they become more aware of their circumstances, Cosmic Plane Elementals can cause havoc on their inhabitants by creating storms, volcanic activities,  earthquakes and natural disasters, often the result of a mood swing. 

Desiring to increase their populations, overtime these beings can develop abilities to abduct inhabitants from other realms, and in rare cases become mobile through teleportation and attack other realms of existence. 

Most Cosmic Plane Elementals develop psychic abilities and may communicate with those living upon it, giving the Cosmic Plane Elemental a god-like ego. This ego furthers as it develops other powers, such as creation.

 

Variants are merely named Cosmic Plane Elementals,  often keeping the name of the person who made the wish to begin with....

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

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

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

eric32180

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