Gargantuan Elemental, Any Alignment
Armor Class 18
Hit Points 325 (12d10 + 24)
Speed 90 ft., Walk 40 ft.
STR
19 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
5 (-3)
WIS
11 (+0)
CHA
7 (-2)
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60, Passive Perception 10
Languages Auran
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amorphous Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. 

Choking Winds. The foul winds of the elemental pull other creatures in. Any creature that begins its turn within 5 feet of the elemental, and any creature that comes within 5 feet of the elemental for the first time this turn, must make a DC 12 Strength saving throw. On a failure, the creature takes 1d6+2 Bludgeoning damage and 1d6+2 Necrotic damage and is stunned until the end of their next turn.

Deep Haze. The elemental can enter a hostile creature’s space and stop there. A creature who enters or starts its turn in the same space as the elemental must make a DC 12 Constitution saving throw. It takes 2d6 necrotic damage on a failed saving throw.

Arcane Eruption. Whenever the elemental rolls a natural 1 or a natural 20 on any roll, it triggers an Arcane Anomaly. Roll on the Arcane Anomalies table (see Delerium-Tipped Projectile for the table.)

Actions

Multiattack. The elemental makes up to five attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d10 bludgeoning damage + 2d10 necrotic damage.

Hurricane (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a creature takes 16 (4d8) bludgeoning damage + 16 (4d8) necrotic damage and is thrown 40 feet away from the elemental in a random direction and knocked prone. If a thrown creature strikes an object, such as a wall or floor, the creature takes 4 (2d4) bludgeoning damage for every 5 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the creature takes half the bludgeoning damage and isn't thrown away or knocked prone.

Description

The befouled wind elemental is a screaming cyclone of rage, battering and brutalizing anything and everything it can find.

Previous Versions

Name Date Modified Views Adds Version Actions
9/13/2025 6:19:54 AM
3
1
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Coming Soon
Jono11

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