monsters elemental cr-11-16 Creature Codex

Storm Lord

Huge Elemental, CR 13. From Creature Codex.

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Storm Lord

Huge Elemental, neutral

Armor Class 17 (natural armor)

Hit Points 161 (17d12+51)

Speed fly 50 ft., hover true ft., 50 ft.

STR
20 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)

Saving Throws Str +10, Con +8, Wis +7

Skills Athletics +10, Nature +6, Perception +7

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 120 ft., passive Perception 17

Languages Aquan

Challenge 13 (10,000 XP)

Tempest. The storm lord is surrounded in a 120-foot-radius by a ferocious storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The storm lord's own senses and attacks are not impaired by this trait. The tempest extinguishes open flames and disperses fog. A flying creature in the tempest must land at the end of its turn or fall. Each creature that starts its turn within 30 feet of the storm lord must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from the storm lord. Any creature within 30 feet of the storm lord must spend 2 feet of movement for every 1 foot it moves when moving closer to the storm lord.

Actions

Multiattack. The storm lord makes two slam attacks or two lightning bolt attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 29 (7d6 + 5) bludgeoning damage.
Lightning Bolt. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 31 (7d8) lightning damage.
Thunder Clap (Recharge 5-6). The storm lord creates a peal of ear-splitting thunder. Each creature within 30 feet of the storm lord must make a DC 17 Constitution saving throw. On a failure, a target takes 54 (12d8) thunder damage and is deafened. On a success, a target takes half the damage but isn't deafened. The deafness lasts until it is lifted by the lesser restoration spell or similar magic.

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