Gargantuan Elemental (Titan), Unaligned
Armor Class 25 (natural armor)
Hit Points 220 (21d20 + 300)
Speed 50 ft., Fly 120 ft.
STR
25 (+7)
DEX
14 (+2)
CON
25 (+7)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +15, CON +15
Skills Perception +10
Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Passive Perception 20
Languages Celestial Understands Celestial but cannot speak it. Understands Celestial, but cannot speak it.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Cataclysmic Nature. The calamity is unaffected by spells that would change it's form, banishing it from the world it is found in, or be stopped by barriers such as wall of force or be imprisoned by magic like force cage. They can use an action to break out of any thing or through any barrier as if it were difficult terrain. It also does not eat or sleep. Additionally, they're hit points are not affected by attacks or magical effects until it's Vulnerable areas are exploited. it's vulnerable areas include

  • A scar running across it's eye, It has an AC of 25, and when exploited, it will be partially blinded. For 1d4 rounds, it will have the blinded condition.
  • A scar across one of it's wings, which requires a perception check (DC 23) to spot. Alternatively, you can use true sight to spot it's crimson aura. It has an AC of 25, and when exploited, It loses it's ability to fly.
  • A scar across one of it's legs, which requires a perception check (DC 23) to spot.  It has an AC of 25, and when exploited, It loses half of it's movement speed and it's step of the wind ability.

Cataclysmic Winds. The strength of the winds the calamity creates are relative to those seen in hurricanes. So long as it is in flight, all flames in the region are extinguished, ranged attacks are impossible (except for those made by siege weapons, which are rolled at disadvantage), and all creatures are deafened until they exit the area. Any medium or smaller creatures are knocked prone and pushed away from the calamity 20 (1d4 x 10) feet. Any flying creatures are pushed away from the calamity 70 (2d6 x 10) feet.

Inscrutable. The Calamity is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Magic Weapons. The Calamity's weapon attacks are magical.

Pounce. If the calamity moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target and other creatures within 10ft of it must succeed on a DC 23 Strength saving throw or be knocked prone. If at least one target is prone, the calamity can make one bite attack against it as a bonus action.

Actions

 Multiattack. The calamity can use its Frightful Presence. It then makes five attacks. two with it’s bite, three with it’s claws. 

Frightful Presence. Each creature of the kaiju’s choice within 1 mile of it and aware of it must succeed on a DC 17  Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the kaiju is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kaiju’s Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., creatures up to 10 feet of the target are also targeted. Hit: (2d6 + 7) piercing damage. On a hit, the targets are grappled (escape DC 20). Until this grapple ends, the targets are restrained, and the kaiju can't bite another target.

Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (4d8 + 7)  slashing damage.

Bonus Actions

Step of the Wind. The calamity can use the Dash action as a bonus action.

Legendary Actions

The calamity can take 3 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 sphinx regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Step of the wind (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Description

Calamitous Death. Whenever the wind calamity is slain, it's body turns to an island or fuses into the terrain it was slain on, creating a mountain range in the shape of a sleeping lion. The region surrounding the mountain range constantly has moderate to strong winds. In the area of where the calamity's heart would be, a transparent hallow orb. Inside the orb, one can see a never ending storm taking place within.

Regional Effects

As avatars of the extremes of nature, Calamities influence the world around them as they wander. Whenever a calamity is set loose, it's presence makes nature changes drastically.

  • Strong winds up to 8 miles from the calamity follows as it travels.
  • Air elementals scour the land up to 8 miles. Once they go pass 8 miles away from the calamity, they disappear.

Lair and Lair Actions

A Sphinx’s Lair

A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.

Lair Actions

On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
  • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
  • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
  • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2025 2:53:20 PM
5
1
--
Coming Soon
10/20/2025 2:53:28 PM
4
1
--
Coming Soon
contrbri

Comments

Posts Quoted:
Reply
Clear All Quotes