Dark Shaman Nok'tok the Earthbinder - AI-generated fantasy Monster

Dark Shaman Nok'tok the Earthbinder

For decades, Nok'tok was sidelined by the Blackmaw Horde's orthodox shamans, who believed the elements must be approached separately and that the ancestors demanded obedience rather than negotiation. Nok'tok disagreed. He learned to bind earth to thunder, flame to wind, and the dead to the living world. The result was powerful, dangerous, and politically humiliating. Under the new warchief, he has been granted one public opportunity to prove that his methods are not heresy. Before the stronghold walls, with the Horde watching, Nok'tok intends to make the battlefield itself speak for him.

LargeHumanoid(Orc)CR CR 25, DeadlyChaotic neutral

Dark Shaman Nok'tok the Earthbinder

orcshamanelementalancestral magicelitebossbattlefield controllerstronghold guardiansolo encounter
HP420AC+17SPD40 ft., Burrow 20 ft. through earth and unworked stone, Can burrow through solid rock, leaving a usable tunnel 10 feet wide and 10 feet highCRCR 25, DeadlyIntimidationNaturePerceptionReligionSurvival
STR
20
save
DEX
20
CON
26
save
INT
24
WIS
26
save
CHA
20
save
Legendary Resistance. Nok'tok has advantage on saving throws against spells and other magical effects. He has three uses of this trait per day.
Elemental Spellcasting. Nok'tok can cast spells without material components, using the basalt staff and ancestor masks as his spellcasting focus. His spellcasting ability is Wisdom.
Fourfold Covenant. At the start of each of Nok'tok's turns, he chooses earth, fire, storm, or ancestors. Until the start of his next turn, he gains the following benefit: earth grants resistance to bludgeoning, piercing, and slashing damage; fire causes his weapon attacks to deal an extra 7 () fire damage; storm grants him a flying speed of 40 feet and prevents opportunity attacks against him; ancestors grant him 10 temporary hit points and advantage on Wisdom saving throws.
Earthbinder. Nok'tok cannot be moved against his will while he is touching the ground. He also ignores difficult terrain made of earth, stone, ash, or rubble.
Break the World to Stand. When Nok'tok fails a saving throw, he can choose to succeed instead. If he does so, the ground in a 10-foot radius around him fractures, creating difficult terrain until the end of his next turn. He can use this trait three times per day.
Siegebreaker. Nok'tok deals double damage to objects and structures. When he deals damage to a wall, gate, tower, or siege engine, he can choose to leave behind a 10-foot-wide breach if the object is reduced to half its hit points or fewer.
Ritual Focus. If Nok'tok is concentrating on a spell, he can maintain concentration when he uses a legendary action or reaction. He still makes a Constitution saving throw normally when he takes damage.
Multiattack. Nok'tok makes three Earthbreaker Staff attacks, or he uses two Earthbreaker Staff attacks and one Elemental Surge.
Earthbreaker Staff. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage plus 9 () thunder damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone and pushed up to 15 feet.
Elemental Surge. Nok'tok tears elemental force from the ground at a point he can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 45 () bludgeoning and lightning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of Nok'tok's next turn.
Blackmaw Tempest. Nok'tok chooses a point he can see within 120 feet. A 30-foot-radius storm of ash, stone, and fire appears there and lasts until the end of his next turn. The area is heavily obscured to Nok'tok's enemies. When a creature enters the storm for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 22 () fire and thunder damage on a failed save, or half as much damage on a successful one.
Ancestor's Rampart. Nok'tok summons a wall of fused stone and burning roots in a line up to 60 feet long, 10 feet high, and 5 feet thick within 120 feet. The wall provides three-quarters cover and lasts for 1 minute. A creature moving through the wall for the first time on a turn takes 27 () fire damage and must succeed on a Strength saving throw or be restrained until the start of its next turn. Nok'tok can dismiss the wall as a bonus action.
Fourfold Cataclysm. Nok'tok releases a 60-foot cone of crushing elemental power. Each creature in the cone must make a Strength saving throw, taking 63 () bludgeoning, cold, and fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 30 feet and knocked prone.
Call the Unburied. Nok'tok targets one creature he can see within 120 feet. The target must succeed on a Wisdom saving throw or become haunted by ancestral spirits for 1 minute. While haunted, the target is frightened, its speed is halved, and it has disadvantage on attack rolls. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Earth Takes Its Due. When Nok'tok takes damage from an attack, he reduces the damage by 18 () and teleports up to 20 feet to an unoccupied space he can see adjacent to earth or stone. If the attacker is within 30 feet, it must succeed on a Dexterity saving throw or take 9 () thunder damage.
Stone-Step. Nok'tok moves up to half his speed without provoking opportunity attacks. Each creature he moves within 5 feet of must succeed on a Strength saving throw or be pushed 5 feet.
Staff of the Breaking Earth. Nok'tok makes one Earthbreaker Staff attack.
Ancestor's Lightning (Costs 2 Actions). Nok'tok targets one creature he can see within 60 feet. The target must succeed on a Dexterity saving throw or take 13 () lightning damage and lose its reactions until the start of its next turn.
Wrath of the Deep (Costs 2 Actions). Nok'tok causes a 15-foot-radius area of ground he can see within 120 feet to buckle until the end of his next turn. The area is difficult terrain, and creatures that start their turns there must succeed on a Strength saving throw or fall prone.
Unleash the Four Elders (Costs 3 Actions). Nok'tok uses Elemental Surge or Call the Unburied, if available.
2nd level
Dust DevilConjuration Nok'tok creates a 20-foot-radius sphere of swirling dust and grit for up to 1 minute. The area is heavily obscured, and creatures that start their turns there must succeed on a Constitution saving throw or be blinded until the start of their next turn.
3rd level
Lightning StrikeEvocation Nok'tok calls a column of lightning down on a point within 120 feet. Creatures in a 5-foot-radius cylinder must make a Dexterity saving throw, taking 22 (4d10) lightning damage on a failure or half as much on a success.
5th level
Wall of StoneEvocation Nok'tok creates a wall of stone up to 100 feet long, 20 feet high, and 1 foot thick. He commonly uses this spell to reinforce the stronghold gate or divide the battlefield.
6th level
Investiture of StoneTransmutation Nok'tok transforms into an immense elemental war form for up to 1 minute. While transformed, he gains resistance to all damage except force and becomes immune to being knocked prone. Once used, he cannot use this spell again until he finishes a long rest.
7th level
Storm of VengeanceConjuration Nok'tok calls down a massive elemental storm in a 20-foot-radius, 40-foot-high cylinder for up to 1 minute. Creatures entering or starting their turns in the area take 12 (2d10) bludgeoning damage and 12 (2d10) lightning damage, with a Dexterity saving throw for half damage.
9th level
Summon Greater Elemental AncestorConjuration Nok'tok summons a massive elemental spirit from the ground beneath him. The spirit obeys his commands for up to 1 hour and uses the statistics of a Greater Earth Elemental, a homebrew creature appropriate to this encounter.
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