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A famous preserver magician, the pure hearted elemental Perap is a hero to The Veiled Alliance having shielded their members in the wild by calling upon the powers of the earth on numerous occasions.

STATS

Perap, the Pure-hearted Elemental

Huge elemental, neutral good

Armor Class 18 (natural armor)

Hit Points 200 (16d12 + 96)

Speed 40 ft., burrow 40 ft., swim 40 ft.

STR 24 (+7) DEX 10 (+0) CON 22 (+6) INT 14 (+2) WIS 18 (+4) CHA 16 (+3)

Saving Throws Con +11, Wis +9, Cha +8

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14

Languages Common, Primordial

Challenge 15 (13,000 XP)

Earth Glide. Perap can burrow through nonmagical, unworked earth and stone. While doing so, it doesn't disturb the material it moves through.

Elemental Sight. Perap can perceive the world as if affected by the detect magic spell at all times.

Legendary Resistance (3/Day). If Perap fails a saving throw, it can choose to succeed instead.

Magic Resistance. Perap has advantage on saving throws against spells and other magical effects.

Magic Weapons. Perap's weapon attacks are considered magical.

Earth's Shield. As a bonus action, Perap can summon an earth shield that grants it a +3 bonus to AC until the start of its next turn.

Actions

Multiattack. Perap makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Hurl Boulders. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Elemental Burst (Recharge 5-6). Perap releases a burst of elemental energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (14d6) bludgeoning damage and 49 (14d6) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Perap 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. Perap regains spent legendary actions at the start of its turn.

  • Slam. Perap makes one slam attack.
  • Earth's Grasp. Perap targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Strength saving throw or be restrained by rocky tendrils until the end of its next turn.
  • Elemental Surge (Costs 2 Actions). Perap casts a spell of 3rd level or lower.