Xeluc, The Elementalist

Medium ???, Chaotic Neutral

Armor Class 19 (natural armor)

19 (natural armor) Hit Points 299 (26d8 + 182)

299 (26d8 + 182) Speed 40ft., fly 60 ft.

STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 24 (+7) 26 (+8) 22 (+6) 18 (+4)

Saving Throws Dex +11, Con +14, Int +15, Wis +13, Cha +11

Dex +11, Con +14, Int +15, Wis +13, Cha +11 Skills Arcana +15, History +15, Investigation +15, Perception +13, Religion +15

Arcana +15, History +15, Investigation +15, Perception +13, Religion +15 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities Fire, Cold, Poison, Thunder (one per crystal alive)

Fire, Cold, Poison, Thunder (one per crystal alive) Condition Immunities Frightened, Poisoned, Prone

Frightened, Poisoned, Prone Senses truesight 30ft, dark vision 60 ft, passive Perception 23

truesight 30ft, dark vision 60 ft, passive Perception 23 Languages Common, Primordial, Telepathy 120 ft

Common, Primordial, Telepathy 120 ft Challenge 24 (62,000 XP)

Spellcasting. Xeluc is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. Xeluc has the following spells prepared:

Cantrips (at will): chill touch, light, minor illusion, prestidigitation

1st level (4 slots): comprehend languages, disguise self, illusory script, magic missile, unseen servant, chromatic orb

2nd level (3 slots): blindness/deafness, hold person, mirror image, misty step

3rd level (3 slots): blink, counterspell, haste

4th level (3 slots): banishment, dimension door, greater invisibility, polymorph

5th level (3 slots): dominate person, geas, modify memory, passwall

6th level (2 slots): mass suggestion, primordial word

7th level (2 slots): plane shift, prismatic spray, teleport

8th level (1 slot): feeblemind

9th level (1 slot): time stop, prismatic wall

Legendary Resistance (3/day). If Xeluc fails a saving throw, he can choose to succeed instead.

Elemental Mastery. Xeluc can draw from his mastery of the elements, and once a day choose to summon four magical crystals to answer to his will. The crystals last for 5 minutes, and disintegrate if Xeluc dies. The four possible crystals he summons are wind crystal, fire crystal, and ice crystal. Based on which crystals are alive, he is able to, at the start of his turn, choose to surround himself with one of the according investitures until the start of his next turn (Investiture of Wind for wind crystal, investiture of fire for fire crystal, investiture of ice for ice crystal, investiture of stone for earth crystal).

Magic Resistance. Xeluc has advantage on saving throws against spells and other magical effects while any crystal is alive.