Conflux Elemental

Huge elemental, unaligned

Armor Class

16 (natural armor)

Hit Points

157 (15d12 + 60)

Speed

40 ft., fly 40 ft. (hover)

STR

20 (+5)

DEX

14 (+2)

CON

18 (+4)

INT

10 (+0)

WIS

14 (+2)

CHA

8 (-1)

Damage Immunities

poison

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 60 ft., passive Perception 12

Saving Throws

Dex +6, Con +8, Wis +6

Languages

Primordial, Aquan, Auran, Ignan, Terran

Challenge

11 (7,200 XP)

Illumination. The elemental sheds bright light in a 50- foot radius and dim light for an additional 50 feet.

Legendary Resistance (1/Day). If the elemental fails a saving throw, it can choose to succeed instead.

Mutable Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Tempest Barrier. A creature that touches the elemental or hits it with a melee or ranged attack while within 15 feet of it takes 5 (1d10) lightning damage.

Actions

Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 3 (1d6) cold damage, 3 (1d6) fire damage, and 3 (1d6) lightning damage.

Boulder Barrage (Recharge 5-6). The elemental launches a barrage of boulders at a point it can see within 60 feet. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this save by 10 or more is also knocked prone.

Icy Pulse (Recharge 5-6). The elemental sends out a pulse of ice around its body. Each creature within 20 feet of the elemental must make a DC 15 Constitution saving throw, taking 27 (6d8) cold damage and having its speed reduced by 10 feet on its next turn on a failed save, or half as much damage and not slowed on a successful one. A creature that fails this save by 10 or more has a speed of 0 on its next turn instead.

Flame Blades (Recharge 5-6). The elemental unleashes 3 blades of fire in separate 5-foot wide, 90-foot long lines. Each creature within one of these lines must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Summon Elemental Obelisks (1/Day). The elemental summons 3 immobile obelisks in unoccupied spaces within 60 feet. These obelisks are medium objects with AC 15 and 20 hit points. Each of these have a small orb floating above them charged with elemental power – one cold, one fire, and one lightning. Until they are destroyed or the elemental killed, on initiative count 20 (losing initiative ties), these orbs perform a ranged spell attack against a creature within 60 feet with a +7 bonus to hit. On a hit, that creature takes 10 (3d6) damage of the corresponding element type.

Legendary Actions

The elemental can take 2 legendary actions, 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 elemental regains spent legendary actions at the start of its turn.

Touch. The elemental makes a touch attack.

Elemental Onslaught (2 actions). The elemental uses its boulder barrage, icy pulse, or flame blades.

huge
elemental
cr11
nerzugals-extended-bestiary