Medium Humanoid (Goliath, Half-Orc), Chaotic Neutral
AC 17    Initiative +2 (12)
HP 170 (20d8 + 80)
Speed 35 ft.
Mod Save
STR 17 +3 +3
DEX 14 +2 +2
CON 18 +4 +8
Mod Save
INT 11 +0 +4
WIS 20 +5 +9
CHA 12 +1 +1
Skills Acrobatics +6, Athletics +7, Medicine +9, Nature +8, Perception +9, Survival +9
Resistances Acid, Fire, Lightning, Thunder
Immunities Cold, Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common, Giant, Orc, Primordial
CR 11 (XP 7,200; PB +4)
Traits

Powerful Build. The elementalist has Advantage on ability checks made to end the Grappled condition.

Relentless Endurance (1/Day). When the elementalist is reduced to 0 Hit Points but not killed outright, it drops to 1 hit point instead.

Actions

Multiattack. The elementalist makes three attacks, using Thorny Branch or Elemental Burst in any combination

Thorny Branch. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage plus 4 (1d8) Piercing damage. If the target is a creature, it takes 13 (3d8) Poison damage, and has the Poisoned condition until the start of the elementalist's next turn.

Elemental Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 90 ft. Hit: 28 (8d6) damage of a type chosen by the elementalist: Acid, Cold, Fire, Lightning, Poison, or Thunder. If the target is a creature, its Speed is halved until the start of the elementalist's next turn.

Spellcasting. The elementalist casts one of the following spells, requiring no Material components, and using Wisdom as the spellcasting ability (save DC 17):

At Will: Druidcraft, Elementalism, Fog Cloud, Hold Person, Locate Animals or Plants, Speak with Animals, Speak with Plants, Summon Beast, Wither and Bloom
2/Day Each: Call Lightning, Control Water, Dispel Magic, Dominate Beast, Ice Storm, Locate Creature, Plant Growth
1/Day Each: Commune with Nature, Flesh to Stone, Transport via Plants, Wrath of Nature

Bonus Actions

Adrenaline Rush (4/Day). The elementalist takes the Dash action and regains 13 (2d8 + 4) Hit Points.

Beneficial Magic (2/Day). The elementalist casts Healing Word (level 4 version) or Lesser Restoration, using the same spellcasting ability as Spellcasting.

Natural Might (1/Day). For the next 10 minutes or until the elementalist ends this effect (no action required), the elementalist has Advantage on Strength checks, and its Speed increases by 10 feet.

Reactions

Thunderous Rebuke (4/Day). Trigger: The elementalist takes damage from a creature it can see within 60 feet. Response: The attacker takes 18 (4d8) Thunder damage.

Previous Versions

Name Date Modified Views Adds Version Actions
10/1/2025 7:14:52 PM
12
0
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