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.