
​Meteor Elemental- CR: 6

Story
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This Creature is a fracture of the shattered moon of crudilex. these beings hang just at the edge of the plain hovering until they drift too close and plummit.
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wAIL MANY LIE IN THERE CRATERS DORMIT FOR MANY YEARS SOME RISE AND BEGIN ACTING ON SOME UNKNOWN ORDERS INORING ANY WHO DONT ACTIVELY ATTEMPT TO STOP THERE GOALS.
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wHO CLOUDS OF MEATOR ELEMENTALS BEINGS HAVE BEEN DOCUMENTED LANDING IN SAMLL OUT LYING VILLAGES DECIMATING THEM. EVIDENCES BEEN COLLECTED THEY THEY HAVE EVEN TAKEN PART IN THE DESTRUCTION OF SMALL CITIES.
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Combat
tRYS TO LIFT CREATURES UP WITH ITS MAGNETIC BODY AND THAN UT IT OFF TOO FORCE THEM TO FALL.
​stats
Meator ELEMENTAL
Large Elemental (meator Elemental) Natural Evil
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Armor Class 17 (Natural Armor)
Hit Points 126 (12d10+60)
Speed 20ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 12 20 12 5 3
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Skills Athletics +9
Senses passive Perception 13, Darkvision 60 Ft.,
Languages Celestial, Tarrian
Challenge 6
Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Conditional Immunities, Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
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Dive: If the creature is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 13(2d10+3) Force damage to the target.
Magnetic Body: The Elemental can, as a bonus action start or end this effect. Creatures within 30 feet of the Meator elemental with metal weapons must make a DC 12 strength check or be disarmed. A creature wearing metal and items disarmed this way move 10ft closer to the meator elemental each of it's turns. creatures ajsent to the elemental this way are restrained (DC 15, acrobatics or athletics to escape)
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ACTIONS
Multiattack: The elemental makes two slam attacks.
Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
​aLTERNITIVEstats
LESSER MetEor ELEMENTAL
Large Elemental (meator Elemental) Natural Evil
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Armor Class 14 (Natural Armor)
Hit Points 45 (12d10+60)
Speed 20ft, fly 30 ft.

STR DEX CON INT WIS CHA
20 12 20 12 5 3
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Skills Athletics +9
Senses passive Perception 13,
Challenge 3
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Conditional Immunities, Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
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ACTIONS
Mote of flame:
+4 to hit, Reach 30ft, one target. Hit: 5 (1d10 fire damage) A flammable object hit by this spell ignites. Creatures burning from this effect take 1d6 fire damage at the begining of each of there turns tell an action is used to put them out.
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Mote of Ice:
+4 to hit, Reach 30ft, one target. Hit: 5 (1d10 cold damage) a creature hit by this attack can take only one kind of action on there next turn (Move, bonus, action, or reactions)
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Mote of gravity:
+4 to hit, Reach 30ft, one target. Hit: 5 (1d10 force damage) a creature hit by this attack floats 10ft into the air and levitates there tell the end of there next turn.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
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Multiattack:
The elemental makes two slam attacks.
Slam:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
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Bonus action
Magnetic Body:
The Elemental can, as a bonus action start or end this effect. Creatures within 30 feet of the Meteor elemental with metal weapons must make a DC 12 strength check or be disarmed. A creature wearing metal and items disarmed this way move 10ft closer to the meteor elemental each of it's turns. creatures within 5ft to the elemental this way are restrained (DC 12, athletics to escape)