Fusion Elemental
2014Enorme elemental, neutro e mau
Classe de Armadura 17
Pontos de Vida 250 ()
Velocidade 50 ft.
Iniciativa
Testes de Resistência For +14, Sab +5
Imunidades a Dano ácido, frio, fogo relâmpago, veneno;
Imunidades a Condição exaustão, agarrado, paralisado,
Sentidos visão no escuro 120 ft., Percepção passiva 10
Idiomas Auran, Terran, Ignan, Aquan, Primordial
Nível de Desafio 15 (13,000 XP)
Volatile Form. When the elemental dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking acid damage, lightning damage, fire damage, and cold damage on a failed save, or half as much damage on a successful one.
Ações
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: , reach 10 ft., one target. Hit bludgeoning damage plus damage of a type chosen randomly from the following: acid, lightning, fire, or cold.
Hurl Energy. Ranged Weapon Attack: , range 60/240 ft., one target. Hit damage of a type chosen randomly from the following: acid, lightning, fire, or cold.
Elemental Chaos (Recharge 5-6). The elemental makes one elemental chaos attack at random. 1 Earthquake. A seismic disturbance radiates from the elemental in a 100-foot radius circle. Each creature on the ground in that area must succeed on a DC 18
Dexterity saving throw or be knocked prone. Each creature on the ground that is concentrating must also succeed on a DC 18 Constitution saving throw or break concentration. The area becomes difficult terrain after the earthquake. 2 Fire Breath. The elemental exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking fire damage on a failed save, or half as much damage on a successful one. 3 Tidal Wave. A massive wave emanates from the elemental. Each creature within 60 feet of the elemental must succeed on a DC 18 Strength saving throw or be pushed up to 60 feet away from the elemental. On a success, the creature is pushed 10 feet away from the elemental. 4 Whirlwind. The elemental summons a 10-foot-radius, 60-foot high whirlwind centered on a point within 120 feet of it. Each creature in that area must make a DC 18
Strength saving throw. On a failure, a target takes bludgeoning damage and is flung up to 40 feet away in a random direction and knocked prone. If a thrown target strikes an object, such a wall or floor, the target takes bludgeoning damage for every 10 feet it was thrown. If the target is thrown to 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.