In a flash of light, the ley line snaps with strands of magic wildly flailing about, releasing raw uncontrolled energies. A vague humanoid form takes shape, coalescing into a being of pure ley energy, floating above the ground. Its eyes—two glowing orbs of madness—turn toward you as it lifts a shimmering arm, pointing in your direction. Manipulating the power of ley lines can be risky business. Whenever a geomancer or other ley magic spellcaster attempting to tap into a ley line suffers a backlash that costs them their life, echoes of their consciousness and their magical essence occasionally get absorbed within the ley line where they get trapped forever as a ley elemental spirit.
Locked in Madness. Enraged by this unfortunate twist of fate and driven to madness by their limited primordial eldritch form, ley elemental spirits live in a vulnerable mental state and lose touch with their former existence, their memories now only distant echoes behind a veil of confusion.
Desperate to Escape. Ley elemental spirits aimlessly wander the world through the network of ley lines, desperately seeking to escape the confines of their tormented existence as beings of pure magic. Whenever ley magic incidents or critical backlashes occur anywhere, destabilizing the fabric of the magical web or uprooting the ley lines from their natural anchors in the world, ley rifts can open up, unleashing raw energies and in turn ley elemental spirits into the world.
Primordial spellcasters. Despite their tragic uprooting from the world of the corporeal living, ley elemental spirits managed to retain control over some of their geomancy spellcasting abilities. Some of the ley line spells they knew in life are now burned deep inside their elemental psyche, ready to be cast innately on a whim. When released from the confines of the ley lines that bind them, these ley spirits lash out randomly at any beings they encounter for fear of getting trapped again within their eternal magical prison, demonstrating an especially strong disdain for other ley magic spellcasters.
Greater Ley Elemental Spirit
Medium elemental, neutralArmor Class 15 (magical armor)
Hit Points 130 (20d8 + 40)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (−2) | 14 (+2) | 14 (+2) | 18 (+4) | 10 (+0) | 6 (−2) |
Saving Throws Con +5, Int +7
Skills Arcana +7
Damage Vulnerabilities psychic
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities force, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses passive Perception 10
Languages Primordial plus any other languages it knew in life
Challenge 9 (5,000 XP)
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The spirit’s innate spellcasting ability is Intelligence. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: line discharge (at 11th level)
1/day each: hold the line, ley disruption, ley under cover
2/day each: ley leech
3/day each: ley energy bolt
Ley Illumination. The spirit magically projects bright light in a 60-foot radius and dim light for an additional 60 feet at all times.
Magic Resistance. The spirit has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The elemental makes two force push attacks.
Force Push. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) force damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away from the spirit.
Disruptive Ley Blast (Recharge 5–6). Each creature within 30 feet of the spirit must make a DC 16 Strength saving throw. On a failed save, a target takes 25 (4d8 + 7) force damage and is pushed up to 15 feet away from the spirit and knocked prone. A spellcaster currently holding concentration on a spell must roll at disadvantage on their saving throw to maintain their concentration.
If the saving throw is successful, the target takes half the force damage, isn’t pushed away or knocked prone, and doesn’t suffer any disadvantage on spell concentration checks.