Elemental Locus (Tome of Beasts 2023)
- Size
- Gargantuan
- Type
- Elemental
- Challenge Rating
- 17
- Source
- Tome of Beasts 2023
- Alignment
- Neutral
- Armor Class
- 16
- Speeds
- 25
- Walking Speed
- 25
- Strength Score
- 28
- Dexterity Score
- 1
- Constitution Score
- 18
- Intelligence Score
- 10
- Wisdom Score
- 11
- Charisma Score
- 11
- Saving Throws
- Intelligence, Wisdom, Charisma
- Skill Proficiencies
- Nature, Perception
- Vision
- Darkvision (120ft), Tremorsense (120ft)
- Languages Ref
- Primordial
- Hit Points
- 290
- Condition Immunities
- Charmed, Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned, Unconscious
- Resistances
- Resistant to Bludgeoning Damage, Resistant to Piercing Damage, Resistant to Slashing Damage, Immune to Acid Damage, Immune to Cold Damage, Immune to Fire Damage, Immune to Lightning Damage, Immune to Poison Damage, Immune to Thunder Damage, Immune to Non-Magical Damage
- Languages
- Primordial
Gargantuan elemental, Neutral
Armor Class 16 (natural armor)
Hit Points 290 (20d20 + 80)
Speed 25 ft.
- STR
- 28 (+9)
- DEX
- 1 (−5)
- CON
- 18 (+4)
- INT
- 10 (+0)
- WIS
- 11 (+0)
- CHA
- 11 (+0)
Saving Throws Int +6, Wis +6, Cha +6
Skills Nature +6, Perception +6
Damage Vulnerabilities False
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 16
Languages Primordial
Challenge 17 (18,000 XP)
Elemental Nature. The elemental locus doesn't require air, food, drink, or sleep.
Immortal. If the elemental locus dies, it returns to life in 1d12 months, regaining all its hp and becoming active again. The new body appears in a space of the locus's choice within its bound land. Only a wish spell can prevent this trait from functioning.
Land Bound. The elemental locus is bound to an area of land or ocean no larger than 100 square miles. If it leaves this region, it loses its Spawn Elemental action. If it remains outside the region, it automatically teleports back to the center of this area after 24 hours, regardless of distance.
Magic Resistance. The elemental locus has advantage on saving throws against spells and other magical effects.
Siege Monster. The elemental locus deals double damage to objects and structures.
Unstoppable. Moving through difficult terrain doesn't cost the elemental locus extra movement, and its speed can't be reduced.
Actions
Multiattack. The elemental locus makes three Slam attacks. It can replace one attack with a use of Spawn Elemental.
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 31 (5d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Spawn Elemental. The elemental locus magically creates up to 2d6 mephits or 1 Elemental with a challenge rating of 5 or lower. The Elementals arrive at the start of the locus's next turn, acting as allies of the locus and obeying its spoken commands. The locus can create only Elementals that share an element with a terrain feature comprising at least 100,000 square feet of the locus's bound land. For example, a desert-bound locus can't create a water-based Elemental, unless its bound desert contains an oasis or other source of water around the size of a small pond.
Description
False
Stat block from Tome of Beasts 2023 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. 2023 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.