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Elemental Overlord

Medium humanoid (any race), 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 +8, Constitution +6, Charisma +10
Skills Arcana +7, Intimidation +10, Persuasion +10
Damage Immunities varies (see Elemental Flexibility)
Senses passive Perception 12
Languages any three languages
Challenge 14 (11,500 XP)

Special Traits

Actions

  • Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Elemental Bolt. Ranged Spell Attack: +10 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.

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.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene