Huge Elemental, Typically Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +5, CON +11, WIS +6, CHA +10
Skills Perception +11, Stealth +5
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Blindsight 45 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Ignan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Fire Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Legendary Resistance (1/Day). If the elemental fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The elemental uses Surging Heat if available, and makes two attacks.

Grasping Rend. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) fire damage and the target must make a DC 19 Dexterity saving throw or have the grappled and restrained conditions (escape DC 19). The elemental can have up to three creatures grappled at a time. A restrained target takes 14 fire damage at the start of each of its turns.

Pushing Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) fire damage and the target must make a DC 19 Strength saving throw or be pushed up to 15 feet from the elemental and have the prone condition.

Surging Heat (Recharge 5-6). A wave of superheated air pulses from the elemental in a 30-foot radius sphere. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 39 (6d12) fire damage and gains a level of exhaustion. On a successful save, a creature takes half as much damage only.

Bonus Actions

Reckless Cunning (Recharge 6). The elemental gains advantage on all attack rolls during its turn and deals an extra 9 (2d8) damage on a hit, but attack rolls against it have advantage until the start of its next turn.

Legendary Actions

The elemental can take 2 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 elemental regains spent legendary actions at the start of its turn.

Flyby. The elemental moves up to its speed without provoking opportunity attacks.

Launch Spittle. Ranged Weapon Attack: +12 to hit, reach 60 ft., one creature. Hit: 10 (4d4) fire damage and the target has disadvantage on saving throws against the elemental's Surging Heat until the end of its next turn.

Golden_Pug

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