Large Elemental, Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 500 (40d20)
Speed 40 ft., Fly 60 ft.
STR
28 (+9)
DEX
18 (+4)
CON
26 (+8)
INT
14 (+2)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +17, CON +16, WIS +11, CHA +14
Skills Acrobatics +12, Athletics +17, Insight +11, Perception +11
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Tremorsense 120 ft., Truesight 120 ft., Passive Perception 13
Languages Abyssal, Common, Ignan, Primordial, Terran
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Magic Weapons. The Chaos Elemental Avatar's attacks are magical.

Limited Magic Immunity. Spells under 3rd level have no effect on the Chaos Elemental Avatar.

Elemental Revivification. As long as one elemental tether survives, if the Chaos Elemental Avatar is brought to 0hp, all tethers are expelled from its body. At the start of the next round, the Chaos Elemental Avatar is revived, with hit points and AC depending on how many tethers remain;

  • 4 Tethers Remaining - 500hp, AC22
  • 3 Tethers Remaining - 375hp, AC23
  • 2 Tethers Remaining - 250hp, AC24
  • 1 Tether Remaining - 125hp, AC25

Tether Conduit. Whilst the four elemental planar tethers are inside the Chaos Elemental Avatar, they confer bonuses to it, as shown below. When the Chaos Elemental Avatar takes 100hp cumulative damage, all active tethers are expelled, appearing around the battlefield at least 40ft from the Avatar. When the Chaos Elemental Avatar comes within 10ft of a tether, it is automatically absorbed (no action required).

  • Fire Tether - Each non-spellcasing attack the Chaos Elemental Avatar makes does an extra 3d6 fire damage.
  • Water Tether - Each round the Chaos Elemental Avatar regains 30hp.
  • Earth Tether - The Chaos Elemental Avatar is immune to the Prone condition, and can choose to ignore difficult terrain and effects that forces it to move.
  • Air Tether - The Chaos Elemental Avatar has advantage on all saving throws.

 

Actions

Multiattack. The Avatar uses Planar Rupture, Gravitic Flux, or Spellcasting. It then can make two Meteor Strike attacks.

Rupture. The Chaos Elemental Avatar rends the barrier between it and an elemental plane, spewing forth a 60ft cone of pure elemental energy. Roll a d4 to determine which plane is opened;

1. Fire - Flames pour forth in a torrent. Creatures within the cone must make a Dexterity Saving Throw (DC 21) or take 5d8 fire damage and be blinded until the end of their next turn. On a success, they take half damage and aren't blinded.

2. Water - A crushing wave bursts out. Creatures within the cone must make a Strength Saving Throw (DC 21) or take 5d8 bludgeoning damage, be knocked prone and are moved 10ft away from the origin of the cone. On a success, they take half damage, and are neither knocked prone or moved.

3. Earth - A hail of gem and rock shards spray across the area. Creatures within the cone must make a Dexterity Saving Throw (DC 21) or take 5d8 piercing damage and have their movement speed halved until the end of their next turn. On a success, they take half damage and their movement isn't halved.

4. Air - Lightning bolts sear through the targeted zone. Creatures within the cone must make a Constitution Saving Throw or take 5d8 lightning damage and cannot take reactions until the start of their next turn. On a success, they take half damage and retain their reaction, if they have them available.

Gravitic Flux. The Chaos Elemental Avatar chooses up to three creatures or tethers within 120ft of it and warps the gravity around the target. Creatures must make a Strength Saving Throw (DC 21) or be moved 40ft in a direction of the Chaos Elemental Avatar's choice. Any creatures that hit a solid surface take 3d8 bludgeoning damage and are knocked prone.

Spellcasting. The Chaos Elemental Avatar is a 20th-level spellcaster. Its spellcasting ability is Charisma(spell save DC 22, +14 to hit with spell attacks). It requires no material components to cast its spells. The Avatar has the following spells prepared:

Cantrips (at will): sorcerous burst, ray of frost, lightning lure

1st level (4 slots): thunderous smite, armor of agathys, chromatic orb

2nd level (4 slots): rime's binding ice, melf's acid arrow, mirror image

3rd level (3 slots): erupting earth, tidal wave, dispel magic

4th level (3 slots): grasping vine, storm sphere

5th level (3 slots): destructive wave

6th level (3 slot): otiluke's freezing sphere, flesh to stone, chain lightning

7th level (2 slots): prismatic spray

8th level (1 slot): dominate monster

9th level (1 slot): blade of disaster

Meteor Strike. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8+9) Bludgeoning damage. 14 (3d8) Fire damage.

 

 

Bonus Actions

Earthmeld. The Chaos Elemental Avatar melds into the rock surrounding the core chamber, violently reemerging with a burst of stone up to 100ft away. Creatures within 15ft of the Avatar's new location must make a Dexterity Saving Throw (DC 21) or take 4d8 bludgeoning damage. If this movement is successful, the Chaos Elemental Avatar regains 30hp.

Reactions

The Chaos Elemental Avatar can take up to two reactions per round, but only one per turn.

Chaotic Disruption. The Chaos Elemental Avatar ejects a burst of chaotic energy to interrupt a creature that it can see that is casting a spell. If the spell is 3rd level or under, it is countered, and the spell fails (though the caster does not lose the spell slot). If the spell is 4th level or higher, the Chaos Elemental Avatar makes a Charisma check, where the DC equals 10 + the level of the spell. On a successful check, the spell fails and has no effect.

Critical Mass. When the Chaos Elemental Avatar takes damage from an attack, it can choose to unleash a portion of the elemental energies within its form. Any creature within 5ft of the Chaos Elemental Avatar makes a Dexterity Saving Throw (DC 21), taking 3d8 force damage on a failure, half as much on a success.

Legendary Actions

The Chaos Elemental Avatar 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 Chaos Elemental Avatar regains spent legendary actions at the start of its turn.

Erratic Jolt. The Chaos Elemental Avatar moves up to its full speed without provoking opportunity attacks.

Meteor Strike. The Chaos Elemental Avatar makes one Meteor Strike.

Tether Draw (Costs 2 Actions). The Chaos Elemental Avatar choose one tether on the field within 120ft of itself, and draws it 40ft closer to them. As it moves, the tether pulses with elemental energy, doubling the range of its local effects and adding 1d8 to any damage rolls its effects cause.

Cast a Spell (Costs 3 Actions). The Chaos Elemental Avatar casts a spell from its list of prepared spells, using a spell slot as normal. Whatever the spell cast, roll a d20. On a roll of 16+, roll on the Sorcerer Wild Magic table.

Corrigan_Phoenix

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