5e SRD >Creatures >

Prime Elemental

Family: Elementals

Large elemental, chaotic neutral

Armor Class 19 (natural armor)
Hit Points 276 (24d10 + 144)
Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 23 (+6) 14 (+2) 20 (+5) 14 (+2)

Saving Throws Con +12, Wis +11, Cha +8
Skills Perception +17
Damage Vulnerabilities special
Damage Immunities special
Condition Immunities charmed, frightened
Senses darkvision 120 ft., truesight 10 ft., passive Perception 27
Languages Primordial
Challenge 17 (18,000 XP)

SPECIAL TRAITS

  • Absorption of Elements. Certain environmental effects can infuse the elemental with energy, activating its infusion traits as detailed in the environmental effect. Only one of these traits can be active at a time—while one is active, all other traits have no effect. When the prime elemental rolls initiative, if it is not already infused, it gains a random elemental infusion.
  • Acid Infusion. The elemental becomes immune to acid damage and vulnerable to cold damage. Its attacks deal acid damage, and all its attack rolls have advantage until the start of the elemental’s next turn.
  • Cold Infusion. The elemental becomes immune to cold damage and vulnerable to fire damage. Its attacks deal cold damage and reduce the target’s speed to 0 until the start of the elemental’s next turn.
  • Fire Infusion. The elemental becomes immune to fire damage and vulnerable to lightning damage. Its attacks deal fire damage and cause the target to take an additional 18 (4d8) fire damage at the start of the target’s next turn.
  • Lightning Infusion. The elemental becomes immune to lightning damage and vulnerable to acid damage. Its attacks deal lightning damage, and the elemental can make an additional Slam attack as a bonus action.

ACTIONS

  • Multiattack. The elemental makes two Slam attacks.
  • Energy Bolt. Ranged Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 44 (8d10) damage, the type of which is determined by the elemental’s active infusion trait (see Absorption of Elements).
  • Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 44 (8d8 + 8) damage, the type of which is determined by the elemental’s active infusion trait (see Absorption of Elements).
  • Wave of Elements (Recharge 5–6). All creatures other than elementals within 30 feet of the elemental must succeed on a DC 20 Constitution saving throw or take 35 (10d6) damage, the type of which is determined by the elemental’s active infusion trait (see Absorption of Elements). A successful saving throw halves the damage.
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Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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