Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Exardescis CR: 16

Gargantuan elemental,
Armor Class: 21
Hit Points: 200 (15d20+43)
Speed: 45 ft , fly: 45 ft , can hover

STR

19 +4

DEX

21 +5

CON

30 +10

INT

10 +0

WIS

16 +3

CHA

10 +0

Saving Throws: INT +5, CON +15
Skills: Arcana +5
Damage Resistances: Cold, Lightning
Damage Immunities: All Nonmagical Damage, Radiant, Thunder
Condition Immunities: Prone, Blinded, Deafened
Senses: Electrosight 300ft.
Languages: -
Challenge Rating: 16 ( 15000 XP)
Proficiency Bonus: +5

Aura Magical Disruption. In a 300ft. radius around the Exardescis, any time a spell is cast, the caster rolls on the wildmagic table as many times as equal to the spell level (Firebolt - 0, Fireball - 3). Additionally, whenever a spell that deals damage is cast, the damage of the spell is altered (1 Acid, 2 Bludgeoning, 3 Cold, 4 Fire, 5 Force, 6 Lightning, 7 Necrotic, 8 Piercing, 9 Poison, 10 Psychic, 11 Radiant, 12 Slashing, 13 Thunder, 14 True Damage). If a creature attempts to transport themselves using magic (Via Misty Step, Dimension Door, or similar magic), the Destination is randomly changed. If a spell that applies an affect (Such as Longstrider or Sanctuary), the spell has a 25% chance to double the effects or duration, or a 25% chance to fail (50% Chance for the spell to go through). Magical Objects lose their abilities until they exit the radius, magical constructs included. If an elemental, Fey, Fiend, Celestial, or any other magical creature enters the radius, they have disadvantage on all INT, WIS, and CHA saves, and feel a sense of unease, and a mounting anxiety.   Unstable Form. When inside an air envelope, the Exardescis will die after spending two weeks within it, leaving behind no salvage. The Exardescis doesn’t need Air, Water, Food, or Sleep.   Solar Corona. Creatures can enter the space of the Exardescis, and when they enter the space of the Exardescis and on the start of their turn, they must make a DC 18 Dexterity Saving throw or be Blinded and take 65 (10d12) radiant Damage, or half as much on a successful save. A Creature may end the blinded condition by exiting the space of the Exardescis. a Creature reduced to 0 Hitpoints by this trait is turned to ash, and cannot be ressurected.   Immutable Form. The Exardescis’s form cannot be altered or changed.   Heavy Core. The Exardescis cannot be forcefully removed from its location.

Actions

Multiattack. The Exardescis makes one of each attack and uses its Graviton Surge.   Solar Lash. Melee Weapon Attack: +12 to hit, reach 15ft. one target. Hit: 8 (1d10+2) Radiant damage. If the Creature hit is able to cast magic, it must make a DC 18 Constitution saving throw or roll on the wild magic table.   Plume. Ranged Weapon Attack: +12 to hit, range 200/600 ft. one target. Hit: 11 (1d10+5) Radiant damage. If the creature hit is able to cast magivc, it must make a DC 18 constitution saving throw or roll on the wild magic table.   Graviton Surge (Recharge 5-6). Creatures within 200 feet of the Exardescis are caught in its gravity, and must make a DC 22 Strength saving throw or be moved 20ft around the Exardescis (following the radius) and then pulled 10ft closer to the exardescis. If a creature is within the Exardescis when this occurs, they take 55 (10d10 ) Force damage and are knocked prone. They only take half damage on a successful save, but are still knocked prone.

Motivation/Compulsion

The Exardescis’s life is a chaotic one, and is motivated by curiousity. However, its very existences destroys all that is around it, and in trying to understand the world around it, it ends up engulfing whatever creature in its heat and ends up scorching it alive,

Usual Tactics

The Exardescis tries to engulf its enemies within itself, but has ranged options to deal with more flighty creatures. The Exardescis doesn’t understand pain, or suffering, or even the concept of life. It will attack indiscriminately, and usually the closest creatures are its first victims.

Once every few months, the su in the sky lets out a violent rage in the form of a solar flare, and in that flare, millions of Exardescis are releaszd into the cosmos. Even rarer, does one actually land in the Material world. the Exardescis are living Solar Flares, and have a naturally unstable form which disrupts the natural magical flow of the world around it. They only live for about a week before burning out.   Salvage. The Exardescis upon its destruction leaves a scorchmark where it once stood, and in that mark lies a heavy core, weighing at least 500 pounds. The right blacksmith could forge it into something truly incredible…

Suggested Environments

Exardescis are most often found in space, the astral plane, or occasionally, in the plane of fire and its extraplanar offshoots.


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems