Devouring Matter. The antimatter Elemental consumes all on his way. Everything it touches reacts with its material and is consumed. for every pound it consumes the elemental takes 1d12 force damage, but the item it touches is consumed in the process. This damage radiates outwards too, dealing 1d4 radiant damage per pound to each creature within 5t of impact. When a magical item touches the antimatter it reacts like normal but the antimatter wil try to destroy it, weakening the magic within untill the item loses its magical properties. for example a +2 sword will become a +1 sword after its first hit and a normal sword after its second hit on the third hit is destroyed.
Regenerating Core. The core of this elemental is a Antimatter generator, made to fuel the elemental. Every turn the elemental devourers at least 1 pound of matter it regains 3d12 HP. Otherwise it only regenerates enough antimatter to compensate for the air it touches. If the elemental took 20 or more elemental damage (fire, cold, lightning, acid, thunder) since its last turn, the regeneration fails even if matter was consumed.
legendary Resistance (3/day). If the Antimatter Elemental fails a saving thow, it can choose to succeed instead.
Multiattack. The elemental makes 2 attacks, chosing from touch or antimatter ray.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 18 (2d10 + 7) [Necrotic] damage.
Antimatter ray. Ranged Weapon Attack: +10 to hit, range 60/240 ft., #1target. Hit: 18 (2d12 + 5) [Necrotic] damage. If this damage reduces the creature to 0 hit points, its body becomes is consumed by the antimatter and the energy generated in the procces starts to build up. On the start of the creatures next turn all creatures within 15ft mus make a DC18 Dexterity savingthow, taking 10d10 radiant damage on a failed thow or half as mush on a succesfull one. If the target is a Large or smaller non magical object or creation of magical force, it is annihilated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray annihilated a 10-foot cube of it.
Antimatter shockwave(recharge 6 or when 15 pounds consumed in 1 round). The elementals core releases an antimatter shockwave. Every creature within 20ft of the elemental must make a DC18 Con save, taking 26(5d12) Necrotic damage on a failed save or half as mush on a succesfull one. Each creature that fails the save reacts with a bit of the antimatter released lowering its max HP with 10HP.
Hive leader. Instead of regenerating the Antimatter Elemental can create a lesser Antimatter elemental. For this the core also needs fuel so it still needs to consume at least 1 pound of matter.
The Antimatter elemental 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. Regaining spent legendary actions at the start of their turn.
Void Lurch (1 action).Move up to half speed without provoking opportunity attacks
Slam or antimatter ray(1 action). the elemental uses its slam or antimatter ray as described above
Consume matter (2 actions). The elemental targets a nonmagical object or terrain feature within 10 ft, consuming up to 3 pounds of material. Creatures within 5 ft take 3d4 radiant damage (DEX save half). The elemental regains 3d6 hit points.
Description
This elemental should not exist and still somehow it stands before you. This All consuming thing. Everything it touches combusts into energy, air, walls, even the sord you use to try and kill it. But by doiing so it also consumes itself, using its core to try and create more of this strange material. So how will you defeat this creature that will devourer your swords, armour, even your flesh...
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