Elemental Chaos, Maelstrom
Medium • Elemental (Titan) • Chaotic Neutral
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)
CR 23 (50,000 XP; PB +7)

Elemental Chaos, Maelstrom
Medium • Elemental (Titan) • Chaotic Neutral
Armor Class 22
Hit Points 180 (19d8 + 95)
Speed 0 ft., fly 10 ft. (hover)
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 1 (-5) | 21 (+5) | 8 (-1) | 16 (+3) | 17 (+3) |
Saving Throws Str +12, Int +5, Cha +9
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)
CR 20 (XP 25,000; PB +6)

Elemental Chaos, Maelstrom
Medium • Elemental (Titan) • Chaotic Neutral
Armor Class 26
Hit Points 253 (22d8 + 154)
Speed 0 ft., fly 10 ft. (hover)
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 1 (-5) | 24 (+7) | 8 (-1) | 18 (+4) | 20 (+5) |
Saving Throws Str +16, Int +7, Cha +13
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 14
Languages Primordial (as if four elementals speak at the same time)
CR 26 (XP 90,000; PB +8)

QUICK REFERENCE
Habitat
- Elemental planes of fire, water, air, and earth
- Cataclysmic rifts between planes
- Sites of massive natural disasters or magical upheaval
Behavior
- Embodiment of chaotic destruction, driven by primal forces
- Shows no preference for enemies – everything that is not an element is a target
- Drawn to areas where elemental energy is unstable or where it is most disrupted
Information (Intelligence Check)
- DC 13 Nature / History: Recognized as a combination of all four elemental forces
- DC 16 Arcana: Knows that damaging its delicate balance can cause unpredictable elemental effects
- DC 20 Arcana: Understands that destroying its titanic form may lead to its collapsing into a more condensed form
Combat
- Simple-minded slowly move to what is closest and get as many targets inside its Elemental Maelstrom as possible
- Use Gravitas to pull targets close to it and Quake to ensure that they can’t get away so quickly
- Summon mephits within melee range of faraway ranged enemies
- Command mephits within range of multiple enemies before exploding them, otherwise amass mephits to distract enemies
Loot Ideas
- Extremely condensed elemental core containing the volatile energy of all four elements in a stable state
- Crafting ingredients for potions and magic items: extremely pure and magic-rich water, earth, air, and fire
- Consumable spell components that can be used to increase elemental damage (for example, a vial of elemental water that increases the damage of a spell dealing cold damage by 2d6 and then is consumed)
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
