Large Elemental (Genie), Neutral Evil
Armor Class 20 (natural armor)
Hit Points 341 (22d20 + 110)
Speed 60 ft., Fly 20 ft., Burrow 30 ft.
STR
26 (+8)
DEX
16 (+3)
CON
24 (+7)
INT
15 (+2)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws STR +14, DEX +9, CON +13, CHA +11
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Exhaustion, Paralyzed, Petrified, Stunned
Senses Blindsight, Darkvision 120 ft., Tremorsense, Passive Perception 12
Languages Common, Draconic, Giant, Primordial, Terran
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Empowered Attacks. Batnaya's attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.

Trembling Ground. When angered, Batnaya's very presence unsettles the ground around him.  The ground in a 10-foot radius around Batnaya becomes difficult terrain. Each creature that starts its turn in that area must succeed on a DC 18 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Evasion. If Batnaya is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he doesn’t have the incapacitated condition.

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

Elemental Demise. If the dao dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the dao was wearing or carrying.

Staggering Opportunity. When Batnaya hits a creature with an opportunity attack, that creature’s speed becomes 0 for the rest of the turn.

Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Innate Spellcasting. The dao’s innate spellcasting ability is Charisma (spell save DC 19, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic

3/day each: enlarge/reduce, passwall, move earth, tongues

1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, major image, plane shift, wall of stone

Actions

Multiattack. Batnaya makes any combination of four Punch or Kick attacks.

Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: Hit: 15 (2d8 + 6) bludgeoning damage plus 3 (1d6) force damage and the target’s speed is reduced by 10 feet, to a minimum speed of 5 feet. The reduction lasts until the start of Batnaya's next turn.

Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: Hit: 23 (2d12 + 10) bludgeoning damage, and the target is pushed up to 15 feet away from the guardian and knocked prone.

QUAKE Stomp. Batnaya stomps one of his feet on the ground. Any creature in a 20-foot-radius, 20-foot-high cylinder centered around Batnaya must succeed on a DC 18 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until Batnaya uses his Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 18 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Rolling Tremor((Recharge 6).. Batnaya magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and up to 30 feet wide. Each creature in the wave must make a DC 22 Strength saving throw. On a failed save, a creature takes 58 (9d12) bludgeoning damage, has the prone condition, and is buried under dirt. On a successful save, a creature takes half as much damage only.

A buried creature has the restrained condition, has total cover, and can’t breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn’t buried, can make a DC 17 Strength (athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions.

Bonus Actions

Earth-Shaking Movement. Batnaya moves up to his speed and sends a shock wave through the ground. Each creature on the ground within in a 60-foot-radius centered on Batnaya when he finishes this movement that is concentrating must succeed on a DC 18 Constitution saving throw or lose concentration.  This movement CAN provoke an opportunity attack. 

Reactions

Parry and Riposte. Batnaya adds 4 to its AC against one melee attack roll that would hit him, provided he can see the attacker. After the attack hits or misses, Batnaya then makes one Punch attack against the attacker.

Absorb Spell. When a creature Batnaya can see within 30 feet of him casts a spell, Batnaya can absorb the spell’s energy, countering it. This works like the counterspell spell, except Batnaya must always make a spellcasting ability check, no matter the spell’s level. His ability check for this is +9. If he successfully counters the spell, he regains 5 hp for each level of the spell.

Legendary Actions

Detect. Batnaya makes a Wisdom (perception) check.

Move. Batnaya moves up to his speed without provoking opportunity attacks.

Attack. Batnaya makes a punch or kick attack

Trample (Costs 2 Actions). Batnaya moves up to 50 feet without triggering opportunity attacks, and can pass through other creature’s spaces. Each creature whose space Batnaya passes through must make a DC 18 Dexterity saving throw. On a failure, the creature takes 23 (2d12+10) bludgeoning damage and is knocked prone. On a success; the creature takes half as much damage and isn’t knocked prone. Any creature that shares Batnaya’s space when he stops this movement is pushed out of its space into the nearest unoccupied space.

 Unravel Magic (Costs 3 Actions). Batnaya targets one creature it can see within 120 feet of himself. The target must succeed on a DC 18 Constitution saving throw or take 35 (10d6) force damage, and each spell of 5th level or lower on the target ends.

Description

Batnaya is an emotionless and powerful dao.  He is obsessed with training his body and abilities to be as powerful as possible, spending most of his time in his caves, training and meditating. 

Batnaya has a Stone Giant slave named Geir.  Geir carries out duties for Batnaya so he can train as much as possible.

In the rare occasion Batnaya  leaves his cave lair, it is usually to test his strength against powerful creatures.  In nearly every case, Batnaya fights them to the death.

 

Lair and Lair Actions

Batnaya’s Lair

Batnaya lives in isolation deep in his cave where he spends most of his days meditating and training.  His cave is dark and plain, but also a twisted labyrinth of tunnels meant to confuse intruders.

 

Lair Actions

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

  • Batnaya jumps at least 25 feet and lands on his feet.  Each creature within 10 feet of where Batnaya lands is pushed to an unoccupied space within 5 feet and must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 26 (4d12)bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
  • Batnaya causes the ground in a 20-foot square within 90 feet of himself to sprout crystal spikes.  The area becomes difficult terrain for the duration. A creature takes 10 (3d6) piercing damage for each 5 feet it moves on this terrain.
  • A 10-foot-radius area of rocky or earthy ground within 60 feet of Batnaya turns to sticky mud. Any creature on the ground in the area must succeed on a DC 15 Dexterity saving throw or sink 5 feet into the mud and be restrained. A creature can take an action to make a DC 15 Strength check, ending the effect on itself or another creature within its reach on a success.

 

Regional Effects

The region containing Batnaya's lair is warped by the his magic, which creates one or more of the following effects:

  • Magnetic disturbances within 10 miles of Batnaya prevent compasses from functioning there.
  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Small rockslides are common within 3 miles of the Batnaya’s lair.

If Batnaya is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2025 2:13:37 AM
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4/24/2025 8:49:26 PM
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4/24/2025 8:51:38 PM
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5/19/2026 2:35:14 AM
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Monster Tags: GenieElementalbrute

Habitat: DesertPlanar (Elemental Plane of Earth)Planar (Limbo)Underdark

Jokurface

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