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Elemental, Volcanic

Gargantuan elemental, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 370 (20d20+160)
Speed 60 ft., burrow 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 26 (+8) 21 (+5) 22 (+6) 25 (+7)

Skills Arcana +12, Nature +12, Perception +13
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 240 ft., blindsight 30 ft., tremorsense 60 ft., passive Perception 23
Languages Common, Ignan, Primordial, Terran
Challenge 24 (62,000 XP)

SPECIAL TRAITS

  • Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
  • Elemental Concentration. The elemental does not need to concentrate on conjure elemental spells that it casts.
  • Innate Spellcasting. The elemental’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Lava Form. The elemental can move through a space as narrow as 1 foot wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 27 (5d10) 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 27 (5d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 27 (5d10) fire damage at the start of each of its turns.
  • 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.
  • Mixed Tongue. The elemental prefers to speak in a hybrid of Ignan and Terran. Creatures that know both languages have advantage on Wisdom (Insight) and Charisma checks made against the elemental.
  • Siege Monster. The elemental deals double damage to objects and structures.
  • Sucking Wounds. When a creature scores a critical hit against the elemental with a melee weapon attack, it must succeed on a DC 22 Strength saving throw or its weapon becomes embedded in the elemental. A creature attacking with a natural weapon or unarmed strike gains the grappled condition (escape DC 22), and when the elemental moves the grappled creature moves with it.

ACTIONS

  • Multiattack. The elemental attacks twice.
  • Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 25 (4d8+7) bludgeoning damage plus 27 (5d10) fire damage.
  • Throw Lava. Ranged Weapon Attack: +14 to hit, range 100/400 ft., one target. Hit: 25 (4d8+7) bludgeoning damage plus 27 (5d10) fire damage.

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.

  • Lava Eruption. The elemental summons up magma that explodes out of the earth beneath a creature it can see. Creatures within 15 feet of the lava spout make a DC 22 Dexterity saving throw or are hit by lava. The targeted creature makes its saving throw with disadvantage. Any creature hit by lava takes 27 (5d10) fire damage.
  • Move. The elemental moves up to its speed without provoking opportunity attacks.
  • Upheaval (Costs 2 Actions). All creatures within 100 feet of the elemental make a DC 22 Dexterity saving throw or are thrown into the air, landing prone. A creature is thrown 10 feet for every 5 points it fails its Dexterity saving throw by, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

ABOUT

It is difficult for mortal minds to comprehend the breadth of the power contained by the creatures spawned in the apocalyptic places where the Plane of Fire and Plane of Earth meet, and harder still for them to understand how such abominations can come to be. With enough time, as stone and rock melts and cools in endless cycles, eventually some form into structures and shapes that have great power. When these specific and peculiar conditions do occur however they are brief—and when the rock melts the resulting explosion brings forth a monster that gives pause even to gods. Once unleashed upon a new realm these elementals cause eruptions of magma lines to reactivate dormant volcanoes or create lava fields from rolling plains and verdant forests, transforming a region into a hellish landscape resembling themselves.

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.