dave2008
Legend
Primal Air Elemental
Elite Gargantuan elemental, neutral
Armor Class 18
Hit Points 682 ((22d20 + 110)x2; bloodied 341)
Speed 0 ft., fly 180 ft. (hover)
Savings Throws Dex +14, Con +11, Wis +9, Cha +8
Skills Acrobatics +14, Perception +9, Stealth +14
Damage Resistances budgeoning, piercing, and slashing that is nonmagical.
Damage Immunities lightning, poison, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 180 ft., passive Perception 19
Languages Auran, Primordial
Challenge 18 (40,000 elite XP) Proficiency Bonus +6
Air Form. The elemental can enter a hostile creature’s space and stop there. The elemental can move through a space as narrow as 1 inch wide without squeezing if air can pass through the space.
Colossal. The elemental’s space is 30 feet by 30 feet.
Elemental Attacks. The primal elemental’s attacks are treated as magical weapons.
Elemental Resistance (3/short rest). If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.
Magic Resistance. The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.
Primal Storm (Elite Trait, recharges after a short or long rest). If the elemental bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, it can use its elite actions, and it immediately uses its Storm Charge elite action.
Untethered. The elemental has advantage on effects that would inflict the incapacitated condition.
ACTIONS
Multiattack. The elemental makes three attacks, any combination of slam and wind lance attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage,
Wind Lance. Ranged Weapon Attack: +14 to hit, range 180 ft., one target. Hit: 25 (5d6+8) piercing damage and the target must succeed on a DC 21 Strength saving throw or be pushed 15 feet.
Whirlwind (Recharge 4-6). The elemental creates a storm filled with swirling wind and debris within a 20-foot radius of itself. Any creature in the area must make a DC 20 Strength saving throw taking 26 (5d8 +4) bludgeoning and 13 (3d8) piercing damage and is flung up 50 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 18 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.
Innate Spellcasting. The elemental’s spell casting ability is Wisdom (spell save DC 17, +7 to hit with attack spells). It can innately cast the following spells, requiring no components:
At will: gust of wind, lightning bolt, shocking grasp (17th level)
3/day each: storm sphere, thunder wave (7th level), control weather (wind only),
1/day each: storm of vengeance, wish (must be air or weather related)
Summon Elementals (1/day). The elemental summons 2d8 air elementals or 1d8 elder air elementals or 1 ancient air elemental to unoccupied spaces within 180 feet of the elemental.
REACTIONS
Wind Buffet. The elemental adds 5 to its AC against one ranged attack that would hit it. To do so, the elemental must see the attacker.
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 can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.
Windy Escape. The elemental can move up to half it speed without provoking opportunity attacks during this movement
Attack (Cost 2 Actions). The elemental can make a slam or wind lance attack.
Quick Casting (Cost 2 Actions). The elemental can cast an at-will spell.
ELITE ACTIONS
If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Storm.
Static Electricity (Costs 2 Actions). Until the end of its next turn, when the elemental hits a target with a slam attack, the target takes an additional 18 (4d8) lightning damage and the target cannot take reactions until the start of its next turn.
Storm Charge (Costs 3 Actions). The elemental's whirlwind ability recharges and the elemental immediately uses it.
Elite Gargantuan elemental, neutral
Armor Class 18
Hit Points 682 ((22d20 + 110)x2; bloodied 341)
Speed 0 ft., fly 180 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 26 (+8) | 20 (+5) | 14 (+2) | 16 (+3) | 14 (+2) |
Savings Throws Dex +14, Con +11, Wis +9, Cha +8
Skills Acrobatics +14, Perception +9, Stealth +14
Damage Resistances budgeoning, piercing, and slashing that is nonmagical.
Damage Immunities lightning, poison, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 180 ft., passive Perception 19
Languages Auran, Primordial
Challenge 18 (40,000 elite XP) Proficiency Bonus +6
Air Form. The elemental can enter a hostile creature’s space and stop there. The elemental can move through a space as narrow as 1 inch wide without squeezing if air can pass through the space.
Colossal. The elemental’s space is 30 feet by 30 feet.
Elemental Attacks. The primal elemental’s attacks are treated as magical weapons.
Elemental Resistance (3/short rest). If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.
Magic Resistance. The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.
Primal Storm (Elite Trait, recharges after a short or long rest). If the elemental bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, it can use its elite actions, and it immediately uses its Storm Charge elite action.
Untethered. The elemental has advantage on effects that would inflict the incapacitated condition.
ACTIONS
Multiattack. The elemental makes three attacks, any combination of slam and wind lance attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage,
Wind Lance. Ranged Weapon Attack: +14 to hit, range 180 ft., one target. Hit: 25 (5d6+8) piercing damage and the target must succeed on a DC 21 Strength saving throw or be pushed 15 feet.
Whirlwind (Recharge 4-6). The elemental creates a storm filled with swirling wind and debris within a 20-foot radius of itself. Any creature in the area must make a DC 20 Strength saving throw taking 26 (5d8 +4) bludgeoning and 13 (3d8) piercing damage and is flung up 50 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 18 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.
Innate Spellcasting. The elemental’s spell casting ability is Wisdom (spell save DC 17, +7 to hit with attack spells). It can innately cast the following spells, requiring no components:
At will: gust of wind, lightning bolt, shocking grasp (17th level)
3/day each: storm sphere, thunder wave (7th level), control weather (wind only),
1/day each: storm of vengeance, wish (must be air or weather related)
Summon Elementals (1/day). The elemental summons 2d8 air elementals or 1d8 elder air elementals or 1 ancient air elemental to unoccupied spaces within 180 feet of the elemental.
REACTIONS
Wind Buffet. The elemental adds 5 to its AC against one ranged attack that would hit it. To do so, the elemental must see the attacker.
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 can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.
Windy Escape. The elemental can move up to half it speed without provoking opportunity attacks during this movement
Attack (Cost 2 Actions). The elemental can make a slam or wind lance attack.
Quick Casting (Cost 2 Actions). The elemental can cast an at-will spell.
ELITE ACTIONS
If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Storm.
Static Electricity (Costs 2 Actions). Until the end of its next turn, when the elemental hits a target with a slam attack, the target takes an additional 18 (4d8) lightning damage and the target cannot take reactions until the start of its next turn.
Storm Charge (Costs 3 Actions). The elemental's whirlwind ability recharges and the elemental immediately uses it.
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