Huge Elemental, Unaligned
Armor Class 18 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 20 ft., Swim 60 ft. Swim speed only applies to liquid cheese
STR
26 (+8)
DEX
12 (+1)
CON
20 (+5)
INT
4 (-3)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +12, CON +9
Skills Athletics +13
Damage Resistances Acid, Piercing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense Only in liquid cheese, Passive Perception 4
Languages Common Very limited speech, I recommend using a low-jokey voice for it and make it talk in combat in a doofey, childish manner (ie: "That Tickles!" to weak attacks)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Cheese Dive. The elemental can drop itself into the cheese as an action, gaining a 60 ft swim speed through cheese. This movement is impossible to track and it can travel through anywhere filled with liquid cheese, including spaces occupied by other creatures. In this state, the cheese elemental is immune to attack unless a large area of the swamp where it is occupying can be struck simultaneously (ie: fireball). The next round, it can reform itself in a new space and perform the Whelm action in the process.

Swift Aging. The cheese elemental causes creatures to age rapidly. On the start of each creature's turn if they are unconscious in the living cheese elemental or a live cheeseling, they will age 1d6 years. Once their current age exceeds their maximum age, they will be dissolved into the cheese. After a long rest, a creature can de-age themselves by 1 year until they successfully remove any years they gained from the elemental.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.

Whelm. When attempting a whelm attack, the elemental can enter spaces occupied by other creatures of large size or smaller with no penalty. Each creature in the elemental's space must make a DC 23 Strength (Athletics) or Dexterity (Acrobatics) skill check to avoid the attack. On failure, all creatures take 21 (3d8 + 8) bludgeoning damage and any creature of size large or smaller is restrained. The restrainedcreatures will be unable to breathe. A trapped creature can escape by spending their action using the same skills and DC. On success, they will be moved to an adjacent space outside the elemental. A creature that is not trapped can attempt to pull another free using their action to perform an Strength (Athletics) check against the original DC.

At the start of the Elemental's turn, all creatures still grappled will take 21 (3d8 + 8) bludgeoning damage.

Blast Wave. As a normal action, the Elemental creates huge bashing waves of cheese, all creatures in a 30 ft radius and in the cheese swamp must make a DC 14 Dexterity save or take 22 (5d8) bludgeoning damage, or half on a successful save. If the elemental is near the edge of its cheese swamp, extend the area to add a 30 ft radius around the Elemental's current position.

Tidal Wave. The Elemental forms itself into a huge wave as a full round action, charging up to 100 feet in a 25 ft wide line. Extend the cheese swamp to all areas hit and a 15 ft radius (10 ft past its edge) of its final destination. Any area crossed that is not part of the cheese swamp is considered difficult terrain for the Elemental during this movement. Any creature caught in the path must make a DC 14 Constitution save or take 22 (5d8) bludgeoning damage, or half on a successful save.

Action Determining:

For each of the Cheese Elemental's turns, roll 1d6 and use the appropriate situation table to determine its action for that turn. Move closer to party members as needed.

If no one is within 30 ft of the elemental: Tidal wave to the furthest party member it can reach (note: it can only hit people with slams at most 25 ft away using its maximum movement)

If it has someone engulfed/whelmed: (1-3) Slam (4-6) Blast Wave

Under normal circumstances: (1-2) Slam (3-4) Whelm / Cheese Dive (5) Blast Wave (6) Tidal Wave. Use whelm immediately if it can easily hit at least 2 targets that it thinks it has a good chance of capturing, use Cheese Dive otherwise if there is a clear target for it to engulf. Dive to a location where it can whelm as many or the most defenseless creatures in the cheese.

Reactions

Split Cheeseling. If the elemental takes more than 20 damage in a single strike or spell, it can use its reaction to create a smaller cheese elemental "cheeseling" in an adjacent space to the elemental with HP equal to the damage taken by the attack or spell.

It will have a main priority on using its reaction to create cheeselings, only performing opportunity attacks as a last resort if damage from individual hits are too low to create cheeselings.

Cheeseling:

Size: Medium Elemental Prof: +3 Speed: 30 in cheese, 5 not in cheese

HP: 20+ (Varies) AC: 13 (natural armor)

Slam: +6 to hit, 1d8 + 3

S: +3* D: +2 C: +2* I: -4 W: -1 C: -3

Whelm:This action is identical to the elemental's Whelm action, but the size limit is medium, escape DC is 16, and the damage on capture and per turn is 7 (1d8+3).

Dive: The cheeseling will dive into the cheese, gaining a 90 ft swim speed and will reappear and attempt a whelm action on its next turn.

Actions: Roll 1d6 to determine its actions (1-3) slam (4-5) whelm (6) dive to the weakest looking / furthest opponent in the cheese. If it already has someone whelmed, slam the nearest creature. It should remain in the cheese, but try to move as far away from the main elemental as possible.

Description

Erupting from the doors of the largest cheese manufacturer in the capital, a tidal wave of liquid cheese sweeps out across the streets. A huge, globby, vaguely human shaped figure steps out from the doors and through the ocean of cheese, now covering the ground at least a foot deep.

This is intended to be used as a solo boss monster to attack the players in an urban setting. The encounter with this creature is intended to be dangerous, but also lighthearted and a bit of a joke.

Warning, its whelm attack is very deadly due to its high escape DC, especially if it catches a spell-caster. The fight should split the party's attention between damaging the elemental, handling any cheeseling splits, and pulling any captured party members out of its body.

Lair and Lair Actions

Cheese Swamp. The elemental creates a swamp of cheese around it that is difficult terrain. The cheese is 1 ft deep and very gooey making it difficult to wade through. When the elemental first appears, the cheese swamp will spread to a 50 ft radius around its initial position. Its various actions can further spread the swamp.

Monster Tags: Elemental

Fauix

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