Elder Conflux Elemental
Gargantuan elemental, unaligned
Armor Class
19 (natural armor)
Hit Points
313 (19d20 + 114)
Speed
50 ft., fly 50 ft. (hover)
STR
24 (+7)
DEX
16 (+3)
CON
23 (+6)
INT
10 (+0)
WIS
16 (+3)
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 13
Saving Throws
Dex +9, Con +12, Wis +9
Languages
Primordial, Aquan, Auran, Ignan, Terran
Challenge
20 (25,000 XP)
Illumination. The elemental sheds bright light in a 50- foot radius and dim light for an additional 50 feet.
Legendary Resistance (3/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 11 (2d10) lightning damage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) 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 15 feet of that point must make a DC 19 Dexterity saving throw, taking 38 (7d10) 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 30 feet of the elemental must make a DC 19 Constitution saving throw, taking 40 (9d8) cold damage and having its speed halved 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 19 Dexterity saving throw, taking 28 (8d6) 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 17 and 40 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 +10 bonus to hit. On a hit, that creature takes 17 (5d6) damage of the corresponding element type.
Legendary Actions
The elemental can take 3 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.