Me.Mimic

Elemental Titan, Maelstrom

A solid swirling sphere surrounding by a maelstrom of elemental chaos.

Gargantuan Elemental, Chaotic

Armor Class 24

Hit Points 210 (20d8 + 120)

Speed 0 ft. fly 10 ft. (hover)

Initiative -5 (5)

STR DEX CON INT WIS CHA
25 (+7)
1 (-5)
23 (+6)
8 (-1)
16 (+3)
19 (+4)

Saving Throws Str +14, Int +6, Cha +11

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities cold, fire, lightning, poison

Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses blindsight 120 ft., passive Perception 13

Languages Primordial (as if four elementals speak at the same time)

Challenge 23 (XP 50,000; PB +7)

A solid swirling sphere surrounding by a maelstrom of elemental chaos.

Avoidance. If the elemental is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Elemental Maelstrom. While in a 30-foot emanation originating from the elemental, creatures that start their turn take 14 (4d6) bludgeoning damage plus 14 (4d6) cold damage plus 14 (4d6) fire damage plus 14 (4d6) lightning damage. Additionally, the area is lightly obscured and counts as difficult terrain for creatures other than elemental.

Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead. When it does so, roll a d4 to determine to which damage type the elemental becomes vulnerable (temporarily overwriting the resistance or immunity) until the end of its next turn: 1 – bludgeoning, piercing, or slashing, 2 – cold, 3 – fire, or 4 – lightning.

Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.

Siege Monster. The elemental deals double damage to objects and structures.

Unusual Nature. The elemental doesn’t require air, food, drink, or sleep.

ACTIONS

Elemental Rifts. The elemental conjures three randomly determined mephits in unoccupied spaces it can see within 120 feet. Roll a d6 for each rift to determine the kind of mephit: 1 – dust mephit, 2 – ice mephit, 3 – magma mephit, 4 – mud mephit, 5 – smoke mephit, or 6 – steam mephit.

BONUS ACTIONS

Gravitas (Recharge 4-6). Strength Saving Throw: DC 21, each creature in a 300-foot emanation originating from the elemental. Failure: The target is pulled 50 feet towards the elemental.

REACTIONS

Intercept. Trigger: The elemental is hit by a ranged attack roll. Response: The elemental adds 7 to its AC against that attack, possibly causing it to miss.

LEGENDARY ACTIONS

Legendary Action Uses: 3. Immediately after another creature’s turn, the elemental can expend a use to take one of the following actions. The elemental regains all expended uses at the start of each of its turns.

Explode. Up to three mephitis within 120 feet of the elemental can use their reaction to move up to their speed. Then they explode and die, activating their Death Burst trait. Targets affected by the death burst make the save with disadvantage.

Quake. Strength Saving Throw: DC 21, each creature in a 300-foot emanation originating from the elemental. Failure: The target is knocked prone. Failure or Success: The elemental can’t take this action again until the start of its next turn.

Rift. The elemental uses its Elemental Rift.

Gargantuan Elemental, Chaotic

Initiative -5 (5)

Armor Class 24

Hit Points 189 (18d8 + 108)

Speed 0 ft. fly 10 ft. (hover)

STR DEX CON INT WIS CHA
25 (+7)
1 (-5)
23 (+6)
8 (-1)
16 (+3)
19 (+4)

Saving Throws Str +14, Int +6, Cha +11

Damage Resistances bludgeoning, piercing, and slashing

Damage Immunities cold, fire, lightning, poison

Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses blindsight 120 ft., passive Perception 13

Languages Primordial (as if four elementals speak at the same time)

Challenge 23 (50,000 XP; PB +7)

A solid swirling sphere surrounding by a maelstrom of elemental chaos.

Gargantuan Elemental, Chaotic

Initiative -5 (5)

Armor Class 24

Hit Points 189 (18d8 + 108)

Speed 0 ft. fly 10 ft. (hover)

STR DEX CON INT WIS CHA
25 (+7)
1 (-5)
23 (+6)
8 (-1)
16 (+3)
19 (+4)

Saving Throws Str +14, Int +6, Cha +11

Damage Resistances bludgeoning, piercing, and slashing

Damage Immunities cold, fire, lightning, poison

Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses blindsight 120 ft., passive Perception 13

Languages Primordial (as if four elementals speak at the same time)

Challenge 23 (50,000 XP; PB +7)

A solid swirling sphere surrounding by a maelstrom of elemental chaos.