Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 2

Animus Loci (Fire)

Gargantuan fey (animus, primordial), neutral


Armor Class. 15
Hit Points. 585 (30d20 + 270)
Speed. 60 ft.
STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 28 (+9) 13 (+1) 20 (+5) 14 (+2)
Saving Throws: Dex +13, Con +17, Wis +13
Skills. Nature +9, Perception +13
Damage Resistances. lightning
Damage Vulnerabilities. cold
Damage Immunities. fire, poison; bludgeoning, piercing,
and slashing damage from non-magical weapons
Condition Immunities. exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses. darkvision 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.
Fire Form. A creature that touches the animus loci or
hits it with a melee attack while within 5 feet of it takes
5 (1d10) fire damage. In addition, the animus loci 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; until
someone takes an action to douse the fire, the creature
takes 5 (1d10) fire damage at the start of each of its
turns.
Illumination. The spirit of the land produces bright light
out to 40 feet and dim light out to an additional 40
feet.
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 its
slam
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one creature. Hit: 22 (3d10 + 6) bludgeoning damage
plus 28 (8d6) 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 creature takes 5 (1d10)
fire damage at the start of each of its turns.
Fire Breath (Recharge 5-6). The animus loci exhales fire
in a 90-foot cone. Each creature in that area must make
a DC 25 Dexterity saving throw, taking 83 (14d10) fire
damage on a failed save or half as much on a
successful one.
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 attack.
Sweltering Heat (Costs 2 Actions). The area 120 feet
around the animus loci is subjected to intense heat
until the end of its next turn. During that time, all mist
and non-magical water in the area evaporates and all
non-magical ice melts. If there is any magical water or
ice in the area such as that created by wall of ice, the
spellcaster must make a DC 25 saving throw with their
spell attack bonus or lose concentration on the spell,
rendering the water or ice non-magical. Any creature
that attempts to cast a spell that creates water, ice, or a
cold effect in that area must make a DC 25 saving
throw using their spell attack bonus. On a failure, the
spell fails and the spell slot is wasted.
Fire Storm (Costs 3 Actions). The animus loci creates up
to eight 15-foot cubes of roaring flames on the ground
within 120 feet of it. Any creature in an area occupied
by a cube or attempting to move through a 5 foot area
of it must make a DC 25 Dexterity saving throw, taking
38 (7d10) fire damage on a failure or half as much on a
success. All creatures and flammable objects in the
area ignite. Until a creature takes an action to douse
the fire, the creature takes 5 (1d10) fire damage at the
start of each of its turns. The flames persist until the
start of the animus loci's next turn. The animus loci
may choose to teleport into any area of flame created
by this effect as a part of this legendary action.
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 points and
expended spells while doing so.

You might also like