Imix

Huge elemental, Neutral Evil

Armor Class

17

Hit Points

325 (26d12+156)

Speed

walk 50 ft., fly 50 ft.

Saves

Dex +13, Con +12, Cha +12

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

charmed, frightened, paralyzed, petrified, poisoned, prone, restrained

Senses

blindsight 120 ft.

Languages

Common, Ignan

Challenge

19

Empowered Attacks

Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.

Fire Aura

At the start of each of Imix's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him

Fire Form

Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.

Illumination

Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.

Legendary Resistance (3/Day)

If Imix fails a saving throw, he can choose to succeed instead.

Magic Resistance

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

Innate Spellcasting

Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: fireball, wall of fire • 3/Day each: fire storm, haste, teleport

Actions

Multiattack

Imix makes two slam attacks or two flame blast attacks.

Slam

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage.

Flame Blast

Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage.

Summon Elementals (1/Day)

Imix summons up to three fire elemental and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points.

Legendary actions

Legendary Actions (3/Turn)

Imix can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Imix regains spent legendary actions at the start of its turn.

Heat Wave

Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.

Teleport (Costs 2 Actions)

Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him.

Combustion (Costs 3 Actions)

Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire.

Lair Actions

Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node (such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects: • Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a DC 20 Strength saving throw or be knocked prone, in addition to the normal damage for contact with molten rock. • A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 (3d6) fire damage. • A wave of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area must succeed on a DC 15 Constitution saving throw or take 1d8 fire damage. Creatures that take fire damage from this effect gain one level of exhaustion. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.

Regional Effects

The region containing an elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects: • A dry, baking heat wave strikes the region within 10 miles of Imix's location. At first, effects are minor - grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly. • Wildfires erupt within a 5-mile radius of Imix's lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 10 (3d6) fire damage. A wildfire continues to threaten the characters for 1d10 rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed. • Lava fountains erupt from the ground within 1 mile of Imix's lair. Every hour, there is a ten percent chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20 feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a DC 21 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 17 (5d6) fire damage. A fountain lasts for 2d10 rounds before subsiding. • Wildfires or volcanic fissures within 1 mile of Imix's lair form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points. If Imix is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days.