Gargantuan Elemental, Neutral
Armor Class 16 Natural Armor
Hit Points 280 (20d20 + 80)
Speed 60 ft., The Magma Elemental may also move through beds of Lava at double its movement speed, but is unable to move across large bodies of water.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
9 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +10, CON +11
Damage Resistances Bludgeoning, Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 100 Ft., Tremorsense 150 ft., Passive Perception 12
Languages Ignan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magma Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 15 feet of it takes 10 (2d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 15 (3d10) fire damage, catches fire, and is grappled. It also takes 15 (3d10) fire damage at the start of its turn for as long as it is in the same space as the Magma Elemental. To escape the Magma Elemental's space the creature must succeed on a DC 16 Athletics or Acrobatics check. If the Magma Elemental has used its legendary action to harden its form this round, the trapped creatures must also succeed on a melee attack roll as the trapped creature must break through its solid outer layer.

Illumination. The elemental sheds bright light in a 80-foot radius and dim light in an additional 80 feet.

Magical. The Magma Elemental's touch, weapon, and thrown attacks are all considered magical for the purposes of overcoming resistances.

Water Susceptibility. While in its layer the Magma Elemental is immune instead of resistant to Cold damage due to the intense, magical heat rising off the Magma Elemental as well as from the tear into the Plane of Fire at the base of its lair.

Optional: Volcanic Intensity. The Magma Elemental's form is so hot that any non magical weapon that falls into the Elemental will melt after 1 full round. In addition, magical items will melt if they are completely submerged in the Magma Elemental according to the following: Uncommon - 3 rounds, Rare - 5 rounds, Very Rare - 7 rounds, Legendary - 10 Rounds, Artifact - 15 rounds.

Actions

Multiattack. The elemental makes three attacks, each one can be a thrown, touch, or molten weapon attack.

Touch. Reach 15 ft., The Magma Elemental's touch can do one of the two following:

Melee Weapon Attack: +12 to hit, one target. Hit: 25 (3d10 + 11) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Heat Metal Instead of touching a creature, the magma elemental can use it's form to cast Heat Metal at 2nd level on any equipment they are wearing or wielding, the save DC for this Heat Metal is a DC 16 constitution saving throw.

Molten Hammer Melee Weapon Attack: +12 to hit, one creature. Range: 15 ft. Hit: 29(3d12+11) Bludgeoning damage plus 10 (2d10) fire damage. The creature must also pass a DC 15 Strength or Dexterity saving throw or be knocked prone as it attempts to maintain its balance.

Thrown. Ranged Weapon Attack: +12 to hit, 5 foot radius. Range: 60/240 The elemental grabs a ball of molten lava and hurls it at a space, causing any creature in the squares to take 26 (3d10+11) bludgeoning damage and any creature within 5 feet of the square hit to take 10 (2d10) fire damage. Any creature hit directly by the ball directly is considered grappled, takes 10 (2d10) fire damage at the start of their turn, and must succeed on a DC 15 Strength or Dexterity saving throw to escape the magma. If the Magma elemental is not in its lair, it takes 5 damage to make this attack as it wrenches off a piece of its own body to hurl.

Reactions

Boiling Point: The Magma Elemental's heat within its lair burns with such intensity that when a spell that causes cold damage based on Ice or Water is cast within its lair the Magma elemental may use its reaction to instead cause the spell to implode within the casters hand, boiling the water to steam immediately and causing the caster to take 4 (1d8) fire damage per level of the spell, minimum 4(1d8).

Legendary Actions

The Magma Elemental may take 3 legendary actions per round, chosen from the following.

1 Action:

  • The Magma Elemental may make a Touch or Molten Weapon attack.
  • The Magma Elemental can harden its form to raise it's AC by 2 for the round, but loses its ability to take reactions if it has not done so until the start of its next turn

2 Actions: The Magma Elemental may immediately make a Lair Action that's effect resolves immediately.

Description

A gargantuan humanoid, golem-like pillar of magma, covered in molten rock that forms a natural armor over it's molten body. The magma and molten rock continuously flow over and within itself to create an eternally flowing body akin to a self recycling fountain of magma. The heat radiating from the magma is enough to instantly vaporize most water that gets near it as the internal core and heat radiating from it protects the magma elemental from most things that would try to cool it. 

Lair and Lair Actions

A Magma Elemental may only make it's layer in a volcano or cavernous chamber with enough magma for it to fully submerge itself. While a volcano is the lair of a Magma Elemental, smoke rises from it constantly as if it was on the verge of eruption.

While in the chamber of the lair that the Magma Elemental inhabits, all creatures without Fire Resistance take 1d4 Fire damage on initiative count 20 of each round, or 1d6 if the Magma Elemental is present and hostile towards any creature in its lair. In addition the Magma Elemental can do one of the following on initiative count 20 of each turn:

1) The Magma Elemental can increase the damage die of fire taken to 2d6 for the current and next round.

2) The magma elemental can choose a straight, 5 foot wide, line between the magma pool and a wall, any creature in that line must make a dexterity saving throw or be caught in a stream of magma as it bursts from the wall, taking 2d8 fire damage on a failed save and half as much on a successful. In addition, this line of magma remains until the Magma Elemental dismisses it as a free action or dies, causing each creature that walks through it, or begins its turn in the magma to take 1d10 Fire Damage.

The Magma Elemental is also a strong denizen from the plane of fire, and as such may cause rips between the planes. After the Magma Elemental is slain the magma in its chamber will recede and reveal a portal to the Elemental Plane of Fire that will remain open for 1d4 days before closing. In addition to this the closing of the portal within a volcano could cause the volcano to erupt if the DM wishes it to. 

Habitat: MountainUnderdark

Cheshire_Aly