Cradle of the Cloud Scion

Gargantuan elemental, typically chaotic neutral

Armor Class

19 (natural armor)

Hit Points

624 (32d20 + 288)

Speed

0 ft., fly 90 ft.(hover), canHover true ft.

Saves

cha +12, int +10

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison, thunder

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Languages

Giant, Primordial

Challenge

26

Proficiency Bonus

+8

Awakening of the Scion

The cradle is a container for the scion of Memnor. When the cradle drops to 0 hit points, its body dissipates into cloud wisps. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Flyby

The cradle doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Legendary Resistance (5/Day)

If the cradle fails a saving throw, it can choose to succeed instead.

Magic Resistance

The cradle has advantage on saving throws against spells and other magical effects.

Siege Monster

The cradle deals double damage to objects and structures.

Actions

Multiattack

The cradle makes three Slam or Wind Javelin attacks in any combination.

Slam

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 19 (3d12) thunder damage.

Wind Javelin

Ranged Weapon Attack: +17 to hit, range 120 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.

Vortex (Recharge 5-6)

The cradle conjures a vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 71 (11d12) bludgeoning damage and has the restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the cradle's next turn. A creature with the restrained condition falls prone when the vortex ends. A creature with the restrained condition can use its action to try to escape the vortex. The creature makes a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the creature escapes and moves 3d6 × 10 feet away from the vortex in a random direction.