Afya Elemental Overlord

Medium undead, any alignment

Armor Class 13 (16 with mage armor)
Hit Points 165 (30d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 21 (+5)

Saving Throws Dexterity +9, Constitution +7, Charisma +11
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Skills Arcana +8, Intimidation +11, Persuasion +11
Damage Immunities varies (see Elemental Flexibility)
Senses darkvision 60 ft., passive Perception 12
Languages any three languages
Challenge 18 (20,000 XP)

Special Traits

  • Elemental Flexibility. At the start of its turn, the elemental overlord must choose one damage type: acid, cold, fire, or lightning. It has immunity to its chosen damage type until the start of its next turn. It can’t choose the same damage type two rounds in a row.
  • Elemental Shield. A creature that touches the elemental overlord or hits it with a melee attack while within 5 feet of it takes 10 (3d6) damage of the type chosen with Elemental Flexibility.
  • Incorporeal Movement. The elemental overlord can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Legendary Resistance (3/day). If the elemental overlord fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The elemental overlord has advantage on saving throws against spells and other magical effects.
  • Shadow Sight. Magical darkness doesn’t impede the elemental overlord’s darkvision.
  • Shadow Stealth. While in dim light or darkness, the elemental overlord can take the Hide action as a bonus action.
  • Shadow Walk (2/day). As a bonus action while in dim light or darkness, the elemental overlord can teleport to an unoccupied space it can see within 30 feet that is also in dim light or darkness.
  • Spellcasting. The elemental overlord is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The overlord has the following wizard spells prepared:
  • Sunlight Sensitivity. While in sunlight, the elemental overlord has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Undead Nature. The elemental overlord doesn’t require air, food, drink, or sleep.

Actions

  • Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Elemental Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 28 (8d6) damage of the type chosen with Elemental Flexibility, and the target must succeed on a DC 18 Constitution saving throw or have disadvantage on its next saving throw against a spell cast by the elemental overlord.
  • Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 36 necrotic damage and the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Legendary Actions

The elemental overlord 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 overlord regains spent legendary actions at the start of its turn.

  • Cantrip. The elemental overlord casts a cantrip.
  • Move. The elemental overlord moves up to half its speed without provoking opportunity attacks.
  • Elemental Bolt (costs 2 actions). The elemental overlord makes one Elemental Bolt attack.
  • Power Uncontained (costs 3 actions). The elemental overlord releases a burst of elemental energy. Each creature within 20 feet of it must make a DC 18 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage and is pushed up to 10 feet away and knocked prone. On a success, a creature takes half the damage and isn’t pushed or knocked prone.
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