Elemental, Firestorm

Gargantuan elemental, chaotic neutral

Armor Class 20
Hit Points 310 (20d20+100)
Speed 30 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 30 (+10) 20 (+5) 23 (+6) 20 (+5) 21 (+5)

Skills Arcana +13, Nature +13, Perception +12
Damage Resistances acid, cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities fire, lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious
Senses darkvision 240 ft., blindsight 30 ft., passive Perception 22
Languages Aquan, Common, Ignan, Primordial
Challenge 24 (62,000 XP)

SPECIAL TRAITS

  • Elemental Concentration. The elemental does not need to concentrate on conjure elemental spells that it casts.
  • Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 9 (2d8) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 9 (2d8) fire damage at the start of each of its turns.
  • Flyby. The elemental doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Illumination. The elemental sheds bright light in a 120-foot radius and dim light in an additional 120 feet.
  • Innate Spellcasting. The elemental’s innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The elemental has advantage on saving throws made against spells and other magical effects.
  • Magic Weapons. The elemental’s weapon attacks are magical.

ACTIONS

  • Multiattack. The elemental attacks three times.
  • Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 9 (2d8) fire damage.
  • Flame Ray. Ranged Weapon Attack: +17 to hit, range 200/800 ft., one target. Hit: 23 (3d8+10) fire damage.
  • Whirlwind. Each creature in the elemental’s space must make a DC 20 Strength saving throw. On a failure, a target takes 32 (6d8+5) bludgeoning damage and is flung up to 40 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 9 (2d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

LEGENDARY ACTIONS

The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option 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.

  • Exploding Form. The elemental sends its flames exploding outward in a 30-foot radius sphere. Creatures in the area make a DC 20 Dexterity saving throw, taking 27 (6d8) fire damage on a failure, or half as much on a success. A creature that takes 10 or more fire damage catches fire; until someone takes an action to douse the fire, the creature takes 9 (2d8) fire damage at the start of each of its turns.
  • Casts a Spell (Costs 2 Actions). The elemental casts a spell.
  • Enflame Armaments. The elemental chooses up to 3 manufactured metal objects, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within 100 feet. The objects glow redhot. Any creature in physical contact with the object takes 9 (2d8) fire damage. Until the elemental uses another legendary action, it can use this legendary action on each subsequent round to cause this damage again. If a creature is holding or wearing an enflamed object and takes the damage from it, the creature must succeed on a DC 21 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn.

ABOUT

The Plane of Air and the Plane of Fire meet in devastating infernos that blaze with the heat and fury of suns.

When a flicker of true flame inside of these scorching cyclones collides with a newly wrought zephyr they can combine into a lifespark that turns a tornado into a living, thinking being. A firestorm is driven by an overwhelming and fundamental need to see things burn but as erratic as the most fickle wind, turning its attention from one kindled path of terrain and onto the next and the next after that in the blink of an eye.

Firestorms are constantly on the move and rarely stay in one region for more than a few minutes at a time, soaring across deserts to scorch away everything down to ash and sand—especially the foolish mortal creatures that dare stand against them. Though they do not naturally seek out bodies of water of their own accord, these epic elementals have been known to boil away ponds and small lakes around any place where they meet hostile resistance.

Mixed Tongue. The elemental prefers to speak in a hybrid of Auran and Ignan. Creatures that know both languages have advantage on Wisdom (Insight) and Charisma checks made against the elemental.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete license attribution - see the full license for this page