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Elder Maelstrom

Elder Maelstrom

Gargantuan elemental, any
Armor Class: 14
Hit Points: 333
Speed: 60 ft , swim: 120 ft

STR

25 +7

DEX

19 +4

CON

26 +8

INT

10 +0

WIS

21 +5

CHA

11 +0

Saving Throws: STR +12 , CON +13, WIS +10, CHA +5
Skills: Perception +10
Damage Resistances: acid, bludgeoning, piercing, slashing from nonmagical
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, stunned, unconcsious
Senses: Passive Perception 20
Languages: Aquan

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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