Gargantuan Giant, Typically Neutral Evil
AC 20 (natural armor)    Initiative +2 (12)
HP 409 (26d12 + 240)
Speed 10 ft.
Mod Save
STR 30 +10 +18
DEX 14 +2 +2
CON 22 +6 +14
Mod Save
INT 8 −1 −1
WIS 12 +1 +1
CHA 24 +7 +15
Senses Passive Perception 16
Languages Primordial
CR 26 (XP 90,000; PB +8)
Traits

Conflux Giant Form. The Conflux Giant is made up of 6 parts. One for each of the Elemental Planes, one for The Shadowfell, and one for The Feywild. It has 4 huge hooves for each of the elemental planes, it's upper body is made from nature from the Feywild. and it's lower body looks like that of a Shadowy Skeleton, from the Shadowfell. Each of these parts have their own hit points, and each empowers the Conflux Giant. They also all act as a Shell against Damage for the Conflux Giant, and it can't truly be hurt before all 6 of those parts are broken.

The Conflux Giant can only use actions that are associated with a given Hoof that it still has. If a Hoof is broken, it loses access to the features associated with that Hoof.

  • Each Planar-Part has 250hp.
  • The Conflux Giant is immune to all damage against it's regular hp-pool, until all six planar-parts are destroyed.
  • The Fire-Plane Hoof is Immune to Fire Damage and Poison Damage, Resistant to Nonmagical Damage as well as Lightning. It is vulnerable to Cold Damage and water-based effects.
  • The Water-Plane Hoof is Immune to Cold and Acid Damage, Resistant to Fire and Bludgeoning Damage, and Vulnerable to Lightning and Thunder Damage.
  • The Earth-Plane Hoof is Immune to Poison and Lightning Damage, resistant to Fire, Cold and Slashing Damage, but Vulnerable to Thunder and Force Damage, and Damage from Stormcrests.
  • The Air-Plane Hoof is Immune to Lightning and Thunder Damage, Resistant to Piercing, Slashing and Cold Damage, and Vulnerable to Force and Magical Bludgeoning Damage.
  • The Torso (Feywild) is Immune to Psychic Damage, Resistant to Lightning, Radiant, and Piercing Damage, and Vulnerable to Fire and Necrotic Damage.
  • The Skeleton (Shadowfell) is Immune to Necrotic and Poison Damage, Resistant to Cold, Slashing and piercing Damage, and Vulnerable to Radiant and Force Damage.

Legendary Resistance (3/Day). If the Conflux Giant fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Conflux Giant makes an elemental strike for each remaining Hoof it has, and then uses a Lair Action.

Elemental Strike. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 46 (8d8 + 10) damage, the type of which is dependent on the hoof that made the attack. Fire for the Fire Hoof, Thunder or Lightning for the Air Hoof, Bludgeoning, Slashing, or Piercing for the Earth Hoof, and Acid or Cold for the Water Hoof.

Legendary Actions

The Conflux Giant has a legendary action for each Planar-Part is has that still remains. Starting with 6 Legendary Actions.

Elemental Strike (Costs 1 Action). The Conflux Giant makes an Elemental Strike.

Lair Action (Costs 3 Actions). The Conflux Giant takes a Lair Action.

Lair and Lair Actions

The Conflux Giant and its lair is one and the same. The Conflux Giant is always in its Lair, and its Lair is always by the Conflux Giant. It is something called a "Conflux Node", where all the Inner Planes overlap. The Conflux Giant has each of its 4 hooves on the ground, and it each of those places, an area around each hoof is impacted by the Elemental Plane of that Hoof. The area around the Fire-Hoof might be a wasteland of Lava. The area around the Air-Hoof might be a Tornado that is hard to navigate in.

Lair Actions

On initiative count 20 (losing initiative ties), the Conflux Giant takes a lair action to cause one of the following effects; the Conflux Giant can’t use the same effect two rounds in a row:

  • The Conflux Giant targets all areas in the Conflux Node, and each creature must make a Dexterity Saving Throw (DC 20), taking 8d6 damage on a failed save, or half as much on a succesful one, the damage type is dependent on the area that they are standing in. Fire Damage near the Fire-hoof. Thunder Damage near the Air-Hoof. Bludgeoning Damage near the Earth-Hoof, and Cold Damage near the Water-Hoof.
  • The Conflux Giant targets the area near the Fire-Hoof. Glowing hot Lava spews out from the ground, and all creatures must make a Dexterity Saving throw (DC 20), taking 10d10 fire damage on a failed save, or half as much on a successful one. A creature that fails its saving throw is also Blinded until the end of their next turn.
  • The Conflux Giant targets the area near the Air-Hoof. A massive thunder-boom is heard in the area, and all creatures must make a Constitution Saving throw (DC 20), taking 10d8 thunder damage on a failed save, or half as much on a sucessful one. A creature that fails its saving throw is also knocked Prone.
  • The Conflux Giant targets the area near the Earth-Hoof. Rocks shoot out from the ground, as those standing on the ground begin sinking into the earth, all creatures must succeed on a Strength Saving throw (DC 20), taking 8d10 bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails its saving throw and is standing on the ground is also restrained. They can repeat the Saving Throw at the end of each of their turns, ending the effect on a success.
  • The Conflux Giant targets the area near the Water-Hoof. The Swampy Ground begins to turn acidic, and all creatures must succeed on a Constitution Saving throw (DC 20), taking 10d10 acid damage on a failed save, or half as much on a successful one. A creature that fails its saving throw is also Poisoned until the end of their next turn.

Hoof Hazards

Being near each of the Hooves of a Conflux Giant poses a significant challenge.

  • Fire. The areaa around the Fire Hoof is covered in streams of lava. A creature traversing it must make an Athletics or Acrobatics check (DC 15), or fall into the lava, taking 10d10 fire damage.
  • Air. The area around the Air Hoof is a tornado. A creature entering the area must make a Strength Saving throw (DC 18) or be picked up by the Tornado and whipped around, their movement becomes zero, and they end up at a random point in the area of the Tornado. Any creature concentrating on a spell must also make a Concentration Check (DC 15).
  • Earth. The area around the Earth Hoof is constantly quaking, causing it to be difficult terrain. There are large fissures on the ground, that descend 100 feet into darkness. A character that tries to traverse those fissures, must make an Athletics or Acrobatics check (DC 15) with disadvantage, or fall into the fissure.
  • Water. The area is swampy, and the area is Difficult Terrain. Creatures moving around take 1 Cold Damage for each Foot they move. 5 for moving 5 feet, while submerged in the water.

 

BertramBims

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