Elemental Cataclysm

Monster Manual (2025) p. 111

Size
Gargantuan
Type
elemental (titan)
Alignment
chaotic neutral
AC
20
Initiative
18
Hit Points
370 (20d20+160)
Speed
walk 60 ft., fly 80 ft. (hover), burrow 60 ft., swim 80 ft.
Saving Throws
Wis +9, Con +15, Dex +11, Cha +6
Immunities
acid, cold, fire, lightning, poison, thunder
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses
truesight 150 ft.
Passive Perception
12
Languages
Primordial
Challenge
22
Environment
planar (elemental chaos)
STR
26
+8
DEX
19
+4
CON
27
+8
INT
9
−1
WIS
14
+2
CHA
9
−1

Traits

Proficiency Bonus

+7

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.

recharge

4/DAY

Siege Monster

The cataclysm deals double damage to objects and structures.

Actions

Multiattack

The cataclysm makes two Elemental Burst attacks.

Elemental Burst

Melee or Ranged Attack Roll: +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):

Cataclysm:

d4Effect
1Clinging 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. Failure or Success: The target starts burning.
2Freezing 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. Failure or Success: The target's Speed is reduced to 0 until the end of its next turn.
3Raging 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.
4Swallowing 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.

recharge

D4

Control Weather

The cataclysm casts the Control Weather spell, requiring no spell components and using Constitution as the spellcasting ability.

  • At will: Control Weather

Legendary Actions

Legendary Actions (3/Turn)

The Elemental Cataclysm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Elemental Cataclysm regains spent legendary actions at the start of its turn.

recharge

3/TURN

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. Failure or Success: The cataclysm can't take this action again until the start of its next turn.

Spells

Control Weather

Other data

description