Huge Elemental, Chaotic Neutral
AC 18    Initiative +7 (17)
HP 265 (23d12 + 115)
Speed 0 ft., Fly 40 ft. (hover)
Mod Save
STR 24 +7 +7
DEX 15 +2 +7
CON 21 +5 +5
Mod Save
INT 3 −4 +6
WIS 6 −2 +8
CHA 20 +5 +10
Skills Perception +8
Senses Darkvision 120, Truesight 30; Passive Perception 18
Languages None
CR 16 (XP 15,000; PB +5)
Traits

Boundless Movement. The Chaos Elemental ignores difficult terrain, and magical effects can’t reduce its speed.

Numbing Ambiance. A creature that touches the Chaos Elemental or hits it with an attack while within 5 feet of it has its speed halved until the end of its next turn.

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

Chaos Manifest. At the start of the Chaos Elemental's turn, roll 1d10 and consult the table below, the Chaos Elemental has Immunity to the resulting damage until the start of its next turn.
1. Acid
2. Cold
3. Fire
4. Force
5. Lightning
6. Necrotic
7. Poison*
8. Psychic
9. Radiant
10. Thunder
*If the result rolled is Poison, the Elemental instead regains hit points equal to the damage rolled.

Actions

Multiattack. The Chaos Elemental makes one Bite attack and two Entropic Strike attacks. It may replace one Entropic Strike with an At-Will spell.

Bite. Melee Weapon Attack: +12, reach 5 ft. Hit: 17 (3d6 + 7) piercing damage plus 26 (4d12) acid damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the paralyzed condition until the start of the Chaos Elemental's next turn.

Entropic Strike. Melee Weapon Attack: +12, reach 10 ft.. Hit: 18 (2d10 + 7) necrotic damage.

Inhibitory Spray (Recharge 5-6). Wisdom Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 40 (9d8) Force Damage and suffers the effects of the confusion spell for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.

Displacement (Recharge 4-6). The Chaos Elemental chooses a creature within 60 feet and rolls a D4 and consults the table below:

1. Target makes a DC 18 Strength saving throw, on a failure, any weapons, shields, or other items being held by in the targets hands are teleported to a point the Chaos Elemental can see within 30-feet of the target.
2. Target makes a DC18 Constitution saving throw, on a failure, the targets armour is teleported to a point the Chaos Elemental can see within 30-feet of the target.
3. Target makes a DC18 Dexterity saving throw, on a failure, the target's equipment, (EG backpack, potions, scrolls) are teleported to a point the Chaos Elemental can see within 30-feet of the target.
4. Target makes a DC18 Charisma saving throw, on a failure, the target is teleported 30-feet straight up into the air.

Spellcasting. The Chaos Elemental casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):

At Will: Chaos Bolt (level 3 version), Color Spray

1/Day each: Mass Polymorph (Each creature within range that fails the save (the Chaos Elemental included) rolls 1dX where X is their level/CR to determine the CR of the creature they become), Scatter targeting all creatures within range, regardless of the spell's targeting limitation.

Bonus Actions

Chaos Warp. Charisma Saving Throw: DC 18, each creature in a 20-foot-radius Sphere centered on a point the Chaos Elemental can see within 90 feet. Failure: The target is teleported to a random location with 60 feet of the Chaos Elemental. If the space is occupied, or inside an object the target is shunted to the nearest unoccupied space and takes 1d6 Force damage for every 5 feet travelled.

1d6 (1d8 on a square grid) to determine horizontal direction.
1d12 to determine horizontal distance, multiplying the result by 5 feet.
1d8 to determine elevation based on the chart below:
1 - fifteen feet down
2 - ten feet down
3 - five feet down
4 - no change
5 - five feet up
6 - ten feet up
7 - fifteen feet up
8 - twenty feet up

Reactions

Conglomerate Madness. Trigger: The Chaos Elemental is targeted by a spell. Response: The caster makes a saving throw against their own spell save DC using their spellcasting ability. Failure: The caster becomes the target of the spell instead. Success: The spell is cast as normal.

Unintended Effects. Trigger: A creature casts a spell that restores hit points within 60-feet of the Chaos Elemental. Response: The Chaos Elemental becomes the only recipient of the healing spell instead.

Legendary Actions

The Chaos Elemental can take 3 legendary actions (4 in lair), choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Chaos Elemental regains spent legendary actions at the start of its turn.

Displace. The Chaos Elemental uses its Displacement ability, or rolls to recharge if it has already been used.

Misplace. The Chaos Elemental randomly teleports to a point within 60 feet of itself.

Replace. The Chaos Elemental rerolls its Chaos Manifest ability.

Lair and Lair Actions

Elemental Nexus.

The Chaos Elemental resides in a nexus point where the various elemental planes bleed through into the material plane, converging in a maelstrom of elemental chaos.
The area is initially littered with geysers, any creature that starts their turn within a geyser or enters one for the first time on a turn takes 14 (4d6) fire damage.

At initiative 20, losing ties, the Chaos Elemental shifts the elemental focus of the battle area, rolling a 1d10 to determine the resulting element(s):

1. Fire - Pure Elemental Fire - Geysers deal 4d6 Fire damage
2. Steam - Mixture of Elemental Fire and Water - Geysers deal 2d6 Fire damage and 2d6 Cold damage.
3. Water - Pure Elemental Water - Geysers deal 4d6 Cold damage, creatures are considered to be underwater.
4. Mud - Mixture of Elemental Water and Earth - Geysers deal 2d6 cold damage, creatures must spend 4 feet of movement for every foot travelled while within the geyser.
5. Earth - Pure Elemental Earth - Geysers become solid pillars of Earth, providing cover or high ground where applicable.
6. Dust - Mixture of Elemental Earth and Air - Creatures within the Geyser are blinded, and suffocating.
7. Air - Pure Elemental Air - Creatures within the area are subjected to the effects of the Reverse Gravity spell.
8. Smoke - Mixture of Elemental Air and Fire - Creatures within the area take 2d6 fire damage, have the Poisoned condition, and are suffocating.
9. Magma - Mixture of Elemental Fire and Earth - Geysers deal 2d6 Fire damage and have are Burning.
10. Ice - Mixture of Elemental Air and Water - Geysers deal 2d6 Cold damage and are Heavily Obscured.

(Burning [Hazard]
A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.)

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2026 12:49:52 PM
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Thef_reak

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