

Spire Primordial
Spire primordials are ancient elemental colossi native to the Elemental Plane of Earth. Spire primordials are considered to be some of the largest of all primordials, as many can be confused for a small mountain. These elemental titans can take a variety of forms depending on their origin as some are covered in ice-covered stone while those in regions such as the Underdark may be laden with numerous crystals, jewels, and rare metals.
Devastating Terraformers
Of all spire primordials, spire primordials are considered to be the most dangerous, primarily since their presence tends to directly affect most humanoid civilizations a bit more than their other kin. Whereas the arrival of a nimbus elemental may spawn supernatural storms, the awakening or movement of a spire primordial can level a small town through the earthquake it creates. To make matters worse, spire primordials are known to be the most territorial or aggressive of all their kind as they will immediately brawl with other primordials, even their own kind. In fact, many accounts of battles between primordial titans often had a spire primordial involved to some degree. Their domain of earth naturally causes them to have many rivalries with other primordials. Some common rivals include the lithic primordial, which also shares the same domain of earth, as well as the Thalassic or the Earthsea Primordial, whose domains reside within oceans and seas. As a result, these titanic battles have been known to completely ravage the nearby landscape showering it with endless debris and terrible quakes.
Spire Primordial Goals
Due to their territorial nature, spire primordials seek to establish absolute authority of its domain. Its elemental aura is powerful enough to shatter the interplanar boundaries allowing creatures from the Elemental Plane of Earth to bleed into the Material Plane. Its primary task is to seek out the presence of any other powerful elementals in an attempt to remove potential threats. Once this task is complete, it will be sculpting the surface world to one of its likings, creating spires and pillars of stone, metal, and crystals; typically matching that of its appearance.
Battle Tactics
Just like any primordial, these elemental titans are nearly impossible to defeat. The spire primordial is notorious for its durability and endurance, even by primordial standards. In fact, their hide is covered in layers of hardened stone and metal that makes it impervious to most conventional attacks. Despite its colossal form, this entity is also able to travel through any stone with incredible ease and surprising speed. Because of this ability, one cannot battle a spire primordial in a traditional sense as it uses its ability to burrow to its fully capacity battling both above and beneath the ground. Terrestrial combat is extremely dangerous due to its ability to open up small chasms that swallow up its foes entombing them beneath the earth. To make matters worse, the spire primordial will then burrow to crush those who do not die by suffocation.
Although airborne combat seems like an ideal alternative, it poses its own set of risks. Due to their incredible strength of the spire primordial, it is able to hurl colossal boulders with pinpoint accuracy from over 1000ft. away. As a last resort, it has the ability to create a minor eruption across its body sending flaming boulders to bombard destinations up to 1 mile away. A
Spire Primordial
Gargantuan Elemental, chaotic neutral
- Armor Class 19 (Natural Armor)
- Hit Points 492(24d20+240)
- Speed 60ft., burrow 60ft., climb 60ft.
STR DEX CON INT WIS CHA 30 (+10) 8 -1) 30(+10) 6 (-2) 15 (+2) 21 (+5)
- Skills Athletics +18, Stealth +9, Perception +10
- Damage Resistances Fire; Lightning; Thunder; bludgeoning, piercing, and slashing damage from non-adamantine attacks
- Damage Immunities Poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
- Senses darkvision 60ft., tremorsense 300ft., passive Perception 20
- Languages Terran, Primordial
- Proficiency Bonus +8 Challenge 28 (120000 xp)
Crumbling Demise When the spire primordial is reduced to 0 hitpoints, it collapses in a small avalance of stone. Creatures in a 30ft. radius around the spire primordial must succeed a DC 26 Dexterity saving throw or take 44(8d10) bludgeoning damage and are knocked prone. On a successful saving throw, creatures only take half as much damage and are not knocked prone.
At the start of initiative count 20 of the next round(losing all initiative ties), these boulders begin to reform and come to life as 10(4d4) earth elementals. These earth elementals appear in an unoccupied space within 30ft. of the spire primordial.
Earth Glide The spire primordial can burrow through earth or stone. If this earth or stone is unworked or magical, it can move through the material without disturbing it.
Elemental Nature The spire primordial doesn't require air, food, drink, or sleep
False Appearance While motionless, the spire primordial is indistinguishable from a small mountain
Impervious The spire primordial can reduces all damage taken by 10.
Legendary Resistances(3/day) If the spire primordial fails a saving throw, it can choose to succeed. On a success, the spire primordial can grant itself a +5 bonus to its AC until the end turn. For the duration of this bonus, it gains resistance to all damage.
Obsidian Blows The spire primordials attacks are considered adamantine and magical for the purpose of overcoming resistance and immunity.
Obsidian Hide When the spire primordial is hit with a critical hit, it does not take any additional damage due to a critical hit.
Siege Monster The spire primordial can deal double damage to buildings and objects.
Spider Climb The spire primordial climb difficult surfaces, including ceilings, without needing to make an ability check or saving throw
Innate Spellcasting
The spire primordial's innate spellcasting ability is Constitution (spell save DC 26). It can innately cast the following spells, requiring no components:
- At Will Meld into Stone, Passwall, Wall of Stone
- 3/day each Bones of the Earth, Flesh to Stone, Earthquake
- 1/day Meteor Swarm
Actions
Multiattack The Spire Primordial can cast a spell and make two attacks with its choice a Spire Strike or Boulder Toss.
Spire Strike. Melee Weapon Attack: +18 to hit, 20ft., one target. Hit 36 (4d12+10) bludgeoning damage. Whether the attack hits or misses, the target and any creature within a 10ft. radius of it must succeed a DC 26 Dexterity saving throw. On a failed saving throw, creatures take 14(4d6) bludgeoning damage and are knocked prone.
Boulder. Ranged Weapon Attack: +18 to hit, 300/1200ft., one target. Hit 36 (4d12+10) bludgeoning damage. On a hit, the target must succeed a DC 26 Strength saving throw or be knocked prone and restrained(escape DC 26)
Seismic Sinkhole(Recharge 5-6) The spire primordial can open up the earth to create a gaping ravine that swallows all creatures in range and closing them in a tomb of earth. Creatures in a 60ft. cube around a spot that the spire primordial can see within range must succeed a DC 26 Dexterity saving throw. On a failed saving throw, creatures fall 120ft. to the bottom of the cube prone and are considered restrained as the earth closes back up. Restrained creatures are blinded, begin to suffocate, and have complete cover from all outside effects.
A restrained creature can use its action to make a successful DC 20 Strength check. on a successful check, the target is able to burrow 10ft. on its turn to escape. At the start of each of its turns, a restrained creature takes 52(8d12) bludgeoning damage.
Creatures with a burrowing speed do not have to make this ability check and can burrow out as normal
Summon Elemental(3/day) The spire primordial can summon 5(2d4) earth elementals in an unoccupied space within 60ft. of it. These elementals are considered allies, acting on initiative count 20 (losing all ties).
Bonus Actions
Seismic Stomp The Spire Primordial can force creature in a 30ft. radius around it to make a DC 26 Dexterity saving throw or be knocked prone.


Legendary Actions
The spire primordial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spire primordial regains spent legendary actions at the start of its turn.
Earthen Stride The spire primordial can move up to its movement speed to a spot that it can see within range.
Attack(Costs 2 actions) The spire primordial can make an attack with either its Spire Strike or Boulder.
Terran Magic(Costs 2 actions) The spire primordial can cast a spell of its choice
Seismic Stomp(Costs 2 actions) The spire primordial can use its Seismic Stomp ability
Resilience(Costs 3 actions) The spire primordial can end one spell effect or condition on itself.
Primordial Effects
On initiative count 20 (losing initiative ties), the spire primordial can use a Primordial Effect. The spire Primordial can't use the same effect two rounds in a row.
The spire primordial warps the earth in a 60ft. cube centered around a spot that it can see within range. This area is considered by difficult terrain.
The spire primordial unleashes a seismic wave that knocked creatures of their feet burying them in debris. Creatures in a 30ft. radius must succeed a DC 26 Strength saving throw. On a failed saving throw, creatures are knocked prone and are restrained until the end of its next turn.
Walls of jagged stone burst into existence on a solid surface within 120 feet of the spire primordial. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 20 Dexterity saving throw. A creature that fails the save takes 26 (4d12) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of wall has AC 15, 30 hit points and has resistance to necrotic, bludgeoning, piercing, and slashing damage, and immunity to psychic damage. The wall sinks back into the ground when the spire primordial uses this lair action again or when the spire primordial dies.
Regional Effects
The region containing a spire primordial is warped by its elemental magic, which creates one or more of the following effects:
- An area within 6 miles of the spire primordial suffers from tremors and small earthquakes
- Spires and columns of minerals and stone appear randomly within 6 miles of the spire primordial.
- Booming thunderclaps can hear repeatedly occurring every 5(1d10) minutes. This thunderclaps can be clearly heard in a 1 mile radius.
- Precipitous ravines appear within 6 miles of the spire primordial that form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby
If the spire primordial dies, these effects fade over the course of 1d10 days.