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OMNIMENTAL

Omnimental
Gargantuan Elemental, Neutral/Neutral

Armour Class - 16 (natural armour)


Hit Points - 653 (34d20 + 306)
Speed - 50 ft., 50 ft. (fly), 50 ft. (swim)

STR - 30 +10
DEX - 18 +4
CON - 28 +9
INT - 10 +0
WIS - 11 +0
CHA - 11 +0

Damage Resistances - Fire, Lightning , Thunder, Piercing Slashing or


Bludgeoning from non-magical weapons
Damage Immunities - Poison, Elemental Damage (see one with all
elements ability)
Condition Immunities - Exhaustion, Grappled, Petrified, Prone,
Restrained, Unconscious, Fear, Paralyzed, Poisoned
Vulnerabilities - None
Senses - Darkvision (120 ft.), Tremorsense (120 ft) Passive Perception
15
Languages - Primordial, Ignan, Auran, Aquan, Terran
Challenge - 16 (000 XP)

Proficiency Bonus - +5
Proficiencies - Perception, Athletics,
Traits

One With All Elements


Any time a source that causes Fire, Lightning, Thunder, or Cold would
deal damage to the Omnimental, roll 1d10 on the following table to
determine what takes place.

1 - 3 The spell functions as normal


4 - The Omnimental is bolstered by the spell, and gains temporary HP
equal to 5 times the spell level
5 - The Omnimental is hastened as it absorbs the energy, and it’s
movement speed is doubled for 1 hour
6 - The Omnimental’s energy is increased, and it gains resistance to all
damage types for 1d4 rounds
7 - The Omnimental absorbs and reflects the spell at a target of it’s
choosing
8 - 9 - Part of the Omnimental’s body splits off and forms a large
Elemental (see pg. 124/125 of the dungeon masters guide for monster
stats). The type of elemental is determined by the type of damage
absorbed.
Cold = Water Elemental
Fire = Fire Elemental
Thunder = Earth Elemental
Lightning = Air Elemental
10 - The spell has no effect
11 - The spell rebounds and instead targets a creature determined at
random within the spell’s range.
12 - Reroll twice on the table, ignoring further results of 12

On a result of anything but 1-3, the Omnimental takes no damage from


the spell.

Death Birth
When the Omnimental reaches 0 hit points, it bursts into it’s component
elemental parts, creating four Huge Elementals, one each of Air, Fire,
Water and Earth.
See stats for these huge elementals below,
If all four Elementals remain alive after 24 hours have passed, they
reform into the Omnimental.

Actions

Multiattack
The Omnimental makes two slam attacks.

Slam
Melee, +15
26 (3d10+10) bludgeoning damage, 11 (2d10) fire damage, and 5 (1d10)
lightning damage.

Awesome Blow
Any creature struck with a slam attack who is smaller than the
Omnimental by at least one size category must make a STR saving
throw (DC 23) or be knocked prone, and fly10 ft. away from the
elemental in a direction of the Omnimental’s choosing.

Elemental Ball
Ranged, +9 to hit, 100/200
28 (4d8 +10) bludgeoning damage, and 9 (2d8) fire
In order to do this, the Omnimental detaches part of it’s body to form a
boulder of flaming rock.
In addition to the damage caused on a hit, all creatures within 10 feet of
the targeted area/creature take 9 (2d8) lightning damage unless they
can succeed on a DEX saving throw (DC 22). Any creates who make the
save suffer only half damage.
This ability causes the Omnimental to lose 10 HP at the end of it’s turn.
Legendary Actions
The Omnimental has 3 legendary actions it can use each round.

Control Weather (3 Actions)


The Omnimental alters the weather, as the spell Control Weather, except
that instead of taking 1d4x10 minutes for the weather to change, it take
1d4 rounds.

Elemental Ball (2 actions)


The Omnimental uses it’s elemental ball attack

Create Elemental (1 action, 4/day)


The Omnimental sacrifices 5 HP to create a Fire, Earth, Air, or Water
elemental (See Dungeon Masters Guide pg. 124/125 for monster stats)
The Omnimental can use this ability to make one fire, one air, one water,
and one earth elemental each day.

Lightning Storm (3 actions, recharge 4-6)


The Omnimental casts Lightning Bolt (at 3rd level) targeting all creatures
within 60 ft. of itself.
Huge Fire Elemental
Huge Elemental, Neutral/Neutral

Armour Class - 15
Hit Points - 145 (14d12 + 54)
Speed - 50 ft.

STR - 10 +0
DEX - 22 +6
CON - 18 +3
INT - 6 -2
WIS - 10 +0
CHA - 7 -2

Damage Resistances -Piercing, Slashing and Bludgeoning from


non-magical weapons
Damage Immunities - Fire, Poison
Condition Immunities - Exhaustion, Grappled, Petrified, Prone,
Restrained, Unconscious, Fear, Paralyzed, Poisoned,
Senses - Darkvision (60 ft.) Passive Perception 10
Languages - Ignan
Challenge - 7 (000 XP)

Proficiency Bonus - +3

Traits
Fire Form
The elemental can move through a space as narrow as 1 inch wide
without squeezing. A creature that touches the elementa l or hits it with a
melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In
addition, the elemental can enter a hostile creature's space and stop
there . The first time it enters a creature's space on a turn, that creature
takes 5 (1d10) fire damage and catches fire; unti l someone takes an
action to douse the fire, the creature

Illumination
The elemental sheds bright light in a 30-foot radius and dim light in an
additional 30 feet.

Water Susceptability
For every 5 feet the elemental moves in water, or for every gallon of
water splashed on it, it takes 1 cold damage.

Actions

Multiattack
The elemental makes two touch attacks

Touch
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d8 +
6) fire damage. If the target is a creature or a flammable object, it ignites.
Until a creature takes an action to douse the fire , the target takes 5
(1d10) fire damage at the start of each of its turns.
Huge Water elemental
Huge Elemental, Neutral/Neutral

Armour Class - 15 (Natural Armour)


Hit Points - 156 (14d12 + 50)
Speed - 50 ft., Swim 50ft.

STR - 20 +5
DEX - 16 +3
CON - 20 +5
INT - 5 -3
WIS - 12 +1
CHA - 8 -1

Damage Resistances -Piercing, Slashing and Bludgeoning from


non-magical weapons
Damage Immunities - Poison
Condition Immunities - Exhaustion, Grappled, Petrified, Prone,
Restrained, Unconscious, Fear, Paralyzed, Poisoned,
Senses - Darkvision (60 ft.) Passive Perception 10
Languages - Aquas
Challenge - 7 (000 XP)

Proficiency Bonus - +3

Traits
Water Form
The elemental can enter a hostile creature's space and stop there. It can
move through a space as narrow as 1 inch wide without squeezing.

Freeze
If the elemental takes cold damage, it partially freezes; its speed is
reduced by 20 feet until the end of its next turn.

Actions

Multiattack
The elemental makes two slam attacks

Slam
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d10 +
5) bludgeoning damage.

Whelm (Recharge 4-6)


Each creature in the elemental's space must make a DC 16 Strength
saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning
damage . If it is Large or smaller, it is also grappled (escape DC 15).
Until this grapple ends, the target is restrained and unable to breathe
unless it can breathe water. If the saving throw is successful, the target
is pushed out of the elemental's space. The elemental can grapple one
Large creature or up to two Medium or smaller creatures at one time. At
the start of each of the elemental's turns, each target grappled by it
takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the
elemental can pull a creature or object out of it by taking an action to
make a DC 15 Strength and succeeding
Huge Earth Elemental
Huge Elemental, Neutral/Neutral

Armour Class - 19 (Natural Armour


Hit Points - 189 (14d12 + 98)
Speed - 30 ft., burrow 30ft

STR - 25 +7
DEX - 8 -1
CON - 24 +7
INT - 5 -3
WIS - 10 +0
CHA - 5 -3

Damage Resistances -Piercing, Slashing and Bludgeoning from


non-magical weapons
Damage Immunities - Poison
Condition Immunities - Exhaustion, Grappled, Petrified, Prone,
Restrained, Unconscious, Fear, Paralyzed, Poisoned,
Senses - Darkvision (60 ft.), Tremorsense (60ft.) Passive Perception 10
Languages - Terran
Challenge - 7 (000 XP)

Proficiency Bonus - +3

Traits

Earth Glide
The elemental can burrow through non magical, unworked earth and
stone. While doing so, the elemental doesn't disturb the material it
moves through.

Siege Monster
The elemental deals double damage to objects and structures.

Actions

Multiattack
The elemental makes two slam attacks

Slam
Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage.
Huge Air Elemental
Huge Elemental, Neutral/Neutral

Armour Class - 17
Hit Points - 133 (14d12 + 36)
Speed - 50 ft. Fly 90 ft. (hover)

STR - 14 +2
DEX - 24 +7
CON - 16 +3
INT - 7 -2
WIS - 12 +1
CHA - 7 -2

Damage Resistances -Piercing, Slashing and Bludgeoning from


non-magical weapons, Lightning, Thunder
Damage Immunities - Poison
Condition Immunities - Exhaustion, Grappled, Petrified, Prone,
Restrained, Unconscious, Fear, Paralyzed, Poisoned,
Senses - Darkvision (60 ft.) Passive Perception 10
Languages - Auran
Challenge - 7 (000 XP)

Proficiency Bonus - +3

Traits

Air Form
The elemental can enter a hostile creature's space and stop there. It can
move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack
The elemental makes two touch attacks

Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage.

Whirlwind (Recharge 4-6)


Each creature in the elemental's space must make a DC 13 Strength
saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning
damage and is flung up 20 feet away from the elemental in a random
direction and knocked prone. If a thrown target strikes an object, such as
a· wall or floor, the target takes 3 (1d6) bludgeoning damage for every
10 feet it was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 13 Dexterity saving throw or take the
same damage and be knocked prone. If the saving throw is successful,
the target takes half the bludgeoning damage and isn't flung away or
knocked prone.

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