The Dam of Vaeloran Legend
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The Dam of Vaeloran

Four elements, one breaking dam, and the Primordial waiting within

The Primordial of the Four Winds
The Adversary
The Primordial of the Four Winds
elemental (composite) · CR 16

A shape of magma, ice, stone, and storm that changes form with every breath it takes.

Show stat block
The Primordial of the Four Winds
Large elemental (composite), unaligned (neutral)
Armor Class 18 (natural armor)
Hit Points 230 (20d10+120)
Speed 40 ft., fly 60 ft., climb 40 ft.
STR22+6
DEX16+3
CON22+6
INT10+0
WIS16+3
CHA18+4
Saving Throws Con +11, Wis +8, Cha +9
Skills Perception +8, Survival +8
Resistances & immunities fire, cold, lightning, bludgeoning; resistant to nonmagical weapons
Senses darkvision 60 ft., passive Perception 18
Challenge 16
Traits

Shifting Core. At the start of each turn, the Primal Spirit chooses an element (fire, ice, stone, or storm), which determines its attack type and resistances until its next turn.

Elemental Breath. When the Primal Spirit takes damage from the non-active element, it heals for half that damage instead of taking it.

Storm Body. Nonmagical weapon attacks that hit the Primal Spirit have a 50% chance to miss due to its swirling, semi-liquid form.

Actions

Multiattack. The Primal Spirit makes two Elemental Strike attacks and can optionally use Breath of the Four Winds.

Elemental Strike. Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) damage of the current element (fire, cold, bludgeoning, or lightning).

Breath of the Four Winds (recharge 5-6). The Primal Spirit exhales a 40-foot cone of combined elements. Each creature in the area must make a DC 19 Dexterity saving throw, taking 44 (8d10) mixed damage (half fire/half cold) on a failure, or half as much on a success.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The mage who kept watch over the dam of Vaeloran lies scorched at your feet, gasping out his last words: twenty-four hours. Behind him the ancient rampart of hardened magic, the wall that has kept fire, earth, water, and air apart for millennia, is cracking apart. Flames dance beside icicles, the ground bucks, and the air shrieks with raw creation.

Whoever tore the fissures open did it on purpose. Deep inside the nexus, De Oergeest der Vier Winden, born of all four elements at once, has shaped itself a body from magma, ice, stone, and storm. It does not want to mend the dam but to bring it down entirely, so the elements fuse into a single untamable force and sweep away everything below.

You race through four warped domains: guttering fields of embers, a hall of drifting ice, corridors that tilt as the earth breathes, and a storm that rips you off your feet. In each domain you restore an anchor stone, fight or outwit creatures of pure element, and find the keys that seal the wards shut again.

Then the truth surfaces: the dam can only be sealed from within, where De Oergeest der Vier Winden waits. Complete the four wards and the core opens, and there the climax turns, a battle on collapsing rubble above a maelstrom of chaos while the clock ticks down its final minutes. Succeed, and the balance falls back into place. Fail, and the four winds seal their pact, and that pact knows no world.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.