Elder Maelstrom
Elder Maelstrom
STR
25 +7
DEX
19 +4
CON
26 +8
INT
10 +0
WIS
21 +5
CHA
11 +0
Freeze. If the maelstrom takes 30 or more points of cold
damage during a single turn, it partially freezes; its speeds are
halved until the end of its next turn, and it loses its resistance
to nonmagical bludgeoning, piercing, and slashing damage
for the same duration.
Legendary Resistance (3/Day). If the maelstrom fails a saving
throw, it can choose to succeed instead.
Magic Weapons. The maelstrom's weapon attacks are magical.
Riptide. The first time the maelstrom enters a creature’s space
on its turn, that creature must succeed on a DC 20 Strength
saving throw or be knocked prone.
Siege Monster. The maelstrom deals double damage to objects
and structures.
Water Form. The maelstrom can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 inch
wide without squeezing. It can’t be forced to move or
have its speed reduced through physical means, except
by solid surfaces and its Freeze.
Actions
Multiattack 2X
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 21 (4d6 + 7) bludgeoning damage.
Whelm.
Each Medium or smaller creature in the elemental’s
space must make a DC 20 Strength saving throw. On a failure,
the target takes 21 (4d6 + 7) bludgeoning damage and is
grappled by the elemental (escape DC 20).
If the saving throw
is successful, the target is pushed out of the elemental’s space.
The elemental can only grapple two creatures at a time. At the
start of each of the elemental’s turns, each target grappled by
it takes 21 (4d6 + 7) bludgeoning damage.
A creature within 5
feet of the elemental can pull a creature or object out of it by
using an action to make a DC 20 Strength (Athletics) check
and succeeding.
Whirlpool (Recharge 5-6).
The maelstrom becomes a massive
whirlpool, drawing in everything around it. Each creature within
30 feet of the maelstrom must succeed on a DC 20 Strength
saving throw or be pulled into the maelstrom’s space. The
maelstrom can then use its Whelm.
Legendary Actions
3X
Crush: The Maelstrom chooses a creature that is grappled by it. The Target takes 2d6 bludgeoning damage and disadvantage on the next Strength or Dexterity check it makes to free itself before the end of its next turn.
Move The maelstrom moves up to half it's speed without provoking attacks of opportunity.
Suffocate (costs 2 Actions) - The elemental forcibly expels air from the lungs of one creature grappled by it. If the target can't breathe water, it must succeed on a DC 20 Constitution saving throw or take 8d6+7 bludgeoning damage and starts suffocating.
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