Rock Slam: +5 to hit, reach 2x3 ft., all targets in range. Hit: 15 (3d10) bludgeoning damage.
Wind Gust: +5 to hit, range 10 ft., all targets in range. Hit: 5 (2d6) bludgeoning damage. Pushes all creatures within range 5 feet out of range of the attack.
Fire Breath: +5 to hit, range 4x5 ft., all targets in range. Hit: 7 (2d6 + 1) fire damage. Can be extinguished by water, but it takes two turns to do so.
Tsunami: +5 to hit, range 6x10 ft., all targets in range. Hit: 10 (3d6 + 1) bludgeoning damage. Water must be sucked up by a water source at most 150 feet away from Chaos Elemental (size of Tsunami may vary depending on the size of the water source), and it can move 125 feet from its starting point before collapsing.
Burrow: If more than 75 damage of any type was dealt to Chaos Elemental before its turn, it can burrow into the ground and move up to 50 feet away from its starting point, therefore, un-burrowing itself.
Description
Usually found near a source of great power.
Lair and Lair Actions
It can have a lair anywhere.
Lair Actions
On initiative count 1-3 (losing initiative ties), the Chaos Elemental takes a lair action to cause one of the following effects; the Chaos Elemental can’t use the same effect two rounds in a row:
- Crumble: The Chaos Elemental smashes into the ground causing the ground around it (20x20 ft.) to crumble and deal 10 (2d10) bludgeoning damage.
- Fortify: The Chaos Elemental summons up to 5 creatures (challenge 5 and below) to help rid of the trespassers.
Regional Effects
The region containing a legendary Chaos Elemental’s lair is dark, dank, and compact, which creates one or more of the following effects:
- Creatures in the Chaos Elemental's lair become frightened.
- Creatures that are smaller than the Chaos Elemental roam in its lair.
If the Chaos Elemental dies, these effects fade over the course of 2d20 days.
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