Illustration Xan Drake

Elemental Amalgamation

xandrakeart
Challenge 21
(33,000 XP)
Robinloft Estimated CR 17
Huge elemental, neutral
Armor Class 20 (natural armor)
Hit Points 276 (24d12+120)
Speed 50 ft., burrow 30 ft., fly 90 ft. (hover), swim 90 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws
Skills
Damage Vulnerabilities thunder
Damage Resistances thunder
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Primordial (Aquan, Auran, Ignan, Terran)
Environments
Blazing Presence.

A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. The first time the elemental enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Earth Glide.

The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Illumination.

The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Malleable Form.

The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Siege Monster.

The elemental deals double damage to objects and structures.

Actions

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Multiattack.

The elemental makes two slam attacks.

Legendary Actions

The elemental can take 3 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.
Flaming Bolt. The elemental chooses one space within 60 ft. of itself and launches a bolt of flame. Everyone within 10 ft. of this space must make a DC 17 Dexterity saving throw. A target takes 33 (8d6 + 5) fire damage on a failed save or half as much on a successful one. The fire spreads around corners. Any flammable creatures or objects in the area ignite. 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.
Shape Earth. The elemental chooses four spaces within 30 ft. of itself which contain earth or stone. A rectangular column erupts 10 ft. upward from each of these spaces. Each creature in one of these spaces must make a DC 17 Dexterity saving throw. On a failure, a target takes 22 (5d8 + 5) bludgeoning damage and is pushed up to 5 ft. away from the elemental and knocked prone.
Whelm. Each creature in the elemental’s space must make a DC 17 Strength saving throw. On a failure, a target takes 14 (2d8 + 5) bludgeoning damage. If it is Huge or smaller, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple one Huge or Large creature or up to nine Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 17 Strength and succeeding.
Whirlwind. Each creature in the elemental’s space must make a DC 17 Strength saving throw. On a failure, a target takes 18 (3d8 + 5) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Elemental Amalgamation

Not yet described

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