Gargantuan Elemental (Fiend), Chaotic Evil
Armor Class 19 Hardened Magma Scales
Hit Points 210 (12d20 + 84)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws STR +25, DEX +9, CON +21, INT +13, WIS +12, CHA +14
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 ft, Darkvision 120, Passive Perception 12
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Searing Aura: At the start of each of Uria’s turns, each creature within 10 feet of it takes 10 (3d6) fire damage. Flammable objects in the aura that aren't being worn or carried ignite.

Trapped Soul Empowerment: Uria gains a +2 bonus to attack and damage rolls for every active "Trap" or persistent magical effect (such as Wall of Fire or Web) currently on the battlefield.

Hyper Blaze: Once per turn, when Uria deals fire damage to a creature, it ignores fire resistance. If the creature is immune to fire, it instead takes half damage.

Actions

Multiattack: Uria makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) fire damage.

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) fire damage.

Trap Destruction (Recharge 5–6): Uria targets one magical effect or "Set" hazard within 60 feet. That effect is instantly dispelled or destroyed. Uria then exhales a blast of fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much on a successful one.

Legendary Actions

• Detect: Uria makes a Wisdom (Perception) check.

• Tail Attack: Melee Weapon Attack: +16 to hit, reach 20 ft. Hit: 18 (2d8 + 9) bludgeoning damage.

• Searing Pillar (Costs 2 Actions): Uria causes a geyser of flame to erupt under a creature it can see within 90 feet. The target must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) fire damage and be knocked prone.

 

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

skylargeske13

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