b'Elemental Locus \n'b'  Gargantuan   elemental ,  neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  290 (20d20 + 80)  Speed  25 ft.\n'b' STATS STR: 28 (+9) DEX:  1 (-5)  CON:  18 (+4)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +6,  Wis  +6,  Cha  +6  Skills   Nature  +6,  Perception  +6  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  unconscious   Senses   darkvision  120 ft., tremorsense 120 ft., passive  Perception  16  Languages  Primordial  Challenge  17 (18,000 XP)  Proficiency Bonus  +6 \n'b' SPECIAL TRAITS \n'b'\n'b'  Elemental Nature . The elemental locus doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Immortal . If the elemental locus dies, it returns to life in 1d12 months, regaining all its  hp  and becoming active again. The new body appears in a space of the locus\xe2\x80\x99s choice within its bound land. Only a  wish  spell can prevent this trait from functioning. \n'b'  Land Bound . The elemental locus is bound to an area of land or ocean no larger than 100 square miles. If it leaves this region, it loses its Spawn Elemental action. If it remains outside the region, it automatically teleports back to the center of this area after 24 hours, regardless of distance. \n'b'  Magic Resistance . The elemental locus has advantage on saving throws against spells and other magical effects. \n'b'  Siege Monster . The elemental locus deals double damage to objects and structures. \n'b'  Unstoppable . Moving through difficult terrain doesn\xe2\x80\x99t cost the elemental locus extra movement, and its speed can\xe2\x80\x99t be reduced. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental locus makes three Slam attacks. It can replace one  attack  with a use of Spawn Elemental. \n'b'  Slam .  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 31 (5d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 18  Strength  saving throw or be forced  prone . \n'b'  Spawn Elemental . The elemental locus magically creates up to 2d6 mephits or 1 Elemental with a challenge rating of 5 or lower. The Elementals arrive at the start of the locus\xe2\x80\x99s next turn, acting as allies of the locus and obeying its spoken commands. The locus can create only Elementals that share an element with a terrain feature comprising at least 100,000 square feet of the locus\xe2\x80\x99s bound land. For example, a desert-bound locus can\xe2\x80\x99t create a water-based Elemental, unless its bound desert contains an oasis or other source of water around the size of a small pond. The Elementals remain for 1 hour, until the locus dies, or until the locus dismisses them as a bonus action. The locus can have any number of Elementals under its control at one time, provided the combined total CR of the Elementals is no higher than 8. \n'b'\n'b' ABOUT \n'b'  Elemental Locus  The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around a rocky creature. \n'b'  Spirit of the Land . Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature\xe2\x80\x94the land itself come to life. They vary in size from small hills to entire ridge lines, with no discernible pattern to where they take root. \n'b'  Stubborn Nature . Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god.'