Monster
Elemental Cataclysm
Official reference · XMM · 2024
- Creature type
- Elemental
- Size
- Gargantuan
- Armor class
- 20
- Hit points
- 370 (20d20 + 160)
- Speed
- Walk 60 ft., Burrow 60 ft., Fly 80 ft. (hover), Swim 80 ft.
- Challenge rating
- 22
- Alignment
- Chaotic Neutral
- Strength
- 26
- Dexterity
- 19
- Constitution
- 27
- Intelligence
- 9
- Wisdom
- 14
- Charisma
- 9
- Passive Perception
- 12
- Initiative
- +18
- Saving Throws
- dex: +11; con: +15; wis: +9; cha: +6
- Senses
- Truesight 150 ft.
- Languages
- Primordial
- Immunities
- acid, cold, fire, lightning, poison, thunder
- Condition Immunities
- blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Traits
Earth Glide
The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn't disturb the material it moves through.
Legendary Resistance (4/Day)
If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster
The cataclysm deals double damage to objects and structures.
Actions
Multiattack
The cataclysm makes two Elemental Burst attacks.
Elemental Burst
Melee Ranged Attack: +15, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of a type chosen by the cataclysm: Acid, Cold, Fire, Lightning, or Thunder.
Cataclysmic Event (Recharge 4–6)
The cataclysm creates one of the following effects at random (roll 1d4):
- 1: Clinging Flames: Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. Failure: 45 (13d6) Fire damage. Success: Half damage. Success or Failure: The target starts burning.
- 2: Freezing Waves: Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8) Bludgeoning damage plus 22 (5d8) Cold damage, and the target has the Prone condition. Success: Half damage only. Success or Failure: The target's Speed is reduced to 0 until the end of its next turn.
- 3: Raging Storm: A storm cloud fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the cloud have the Blinded and Deafened conditions and can't cast spells with a Verbal component. Dexterity Saving Throw: DC 23, each creature that enters the cloud for the first time on a turn or starts its turn there. Failure: 18 (4d8) Lightning damage plus 18 (4d8) Thunder damage. Success: Half damage.
- 4: Swallowing Earth: Strength Saving Throw: DC 23, each creature in a 90-foot Cube originating from a point on the ground within 150 feet. Failure: 18 (4d8) Bludgeoning damage plus 18 (4d8) Acid damage, and the target has the Prone condition and is buried under rubble. A buried target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a successful check, the creature is no longer buried. Success: Half damage only.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Eruption
The cataclysm makes one Elemental Burst attack.
Rumbling Movement
The cataclysm moves up to its Speed, Fly Speed, or Swim Speed without provoking Opportunity Attacks. Each creature within 5 feet of the cataclysm as it moves is targeted once by the following effect. Constitution Saving Throw: DC 23. Failure: The target has the Prone condition. Success or Failure: The cataclysm can't take this action again until the start of its next turn.
The cataclysm casts the Control Weather spell, requiring no spell components and using Constitution as the spellcasting ability.
At will: Control Weather