DND 24

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Animus Loci (Earth)

Gargantuan fey (animus, primordial), neutral


Armor Class. 19 (natural armor)
Hit Points. 585 (30d20 + 270)
Speed. 50 ft., burrow 50 ft.
STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 28 (+9) 13 (+1) 20 (+5) 14 (+2)
Saving Throws: Str +18, Con +17, Wis +13
Skills. Nature +9, Perception +13
Damage Resistances. cold, fire, lightning
Damage Immunities. poison; bludgeoning, piercing, and
slashing damage from non-magical weapons
Condition Immunities. exhaustion, paralyzed, petrified,
poisoned, prone, unconscious
Senses. darkvision 120 ft., tremorsense 120 ft., passive
Perception 23
Languages. Druidic, Primordial, Sylvan
Challenge. 27 (105,000 XP)
Animus Loci. A beast, fey, or plant that targets the
animus loci with an attack or a harmful spell must first
make a DC 18 Wisdom saving throw. On a failed save,
the creature must choose a new target or lose the
attack or spell. The creature is aware of this effect
before it makes its attack.
Earth Glide. The animus loci can burrow through
nonmagical earth and stone. While doing so, the
animus loci doesn't disturb the material it is moving
through.
Innate Spellcasting. The animus loci's innate spellcasting
ability is Constitution (spell save DC 25, +17 to hit
with spell attacks). It can innately cast the following
spells, requiring no components:
At will: call lightning, cone of cold, control water, fog
cloud, gust of wind, heat metal, ice storm, move earth,
lightning bolt, sleet storm, wall of stone
1/day each: chain lightning, earthquake, firestorm,
incendiary cloud, storm of vengeance, tsunami,
whirlwind
One With the Land. As long as it remains in its region, it
cannot be surprised, can pinpoint the precise location
of any creatures within 120 feet of it as a bonus action,
and is immune to sneak attack damage
Actions
Multiattack. The animus loci makes two attacks with
either its slam or its rock
Slam. Melee Weapon Attack: +18 to hit, reach 10 ft.,
one creature. Hit: 37 (5d10 + 10) bludgeoning
damage. If the target is in physical contact with the
ground, they must succeed on a DC 26 Strength saving
throw or be buried up the waist, becoming restrained.
The creature can repeat this saving throw at the end of
its turn, removing itself from the ground and ending
the condition on a success. A creature can pull them
out with a successful DC 26 Athletics check
Rock. Ranged Weapon Attack: +18 to hit, range
60/240 ft., one creature. Hit: 32 (4d10 + 10)
bludgeoning damage.
Legendary Actions
The animus loci can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The animus loci regains spent
legendary actions at the start of its turn.
Attack. The animus loci makes one Slam or Rock attack
Crushing Earth (Costs 2 Actions). All creatures with 120
feet of the animus loci currently restrained by the
ground must make a DC 26 saving throw, taking 16
(3d10) bludgeoning damage on a failure or half as
much on a success.
Rumbling Earth (Costs 2 Actions). The animus loci
burrows up to 100 feet in a straight line. The ground
shakes violently, and all creatures standing on it must
succeed on a DC 26 Dexterity saving throw or be
knocked prone. Up to 5 squares of ground no more
than 15 feet on a side become difficult terrain, which
persists until the beginning of its next turn.
Manifestation (Costs 3 Actions). The animus loci
assumes another one of its elemental manifestations,
provided the manifestation is appropriate to its terrain
and there is an adequate amount of material present to
compose its new form. It can teleport up to 30 feet
while doing this, and retains its hit p

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