Quintessence Weaver
Traits
Legendary Resistance (3/Day).
Magic Resistance. Advantage on saving throws.
Point Blank Weakness. While an enemy is within 5 feet, its ranged attacks have Disadvantage.
Elemental Shroud. Ranged attacks against the Quintessence Weaver are made with Disadvantage.
Actions
Multiattack. Makes four Quintessence Bolt attacks.
Quintessence Bolt. Ranged Attack Roll: +15, range 150 ft. Hit: 27 (4d8 + 9) Force damage. The Quintessence Weaver can change the damage type to: Acid, Cold, Fire, Lightning, Thunder, or Force (chosen separately for each bolt).
Elemental Convergence (Recharge 5–6). The Quintessence Weaver merges the five elements. A 40-foot-radius Sphere within 120 feet. Every creature in that area makes a DC 22 Dexterity save.
- Failure: 55 (10d10) Force damage plus 27 (6d8) of a random elemental damage type (DM rolls 1d6: Acid/Cold/Fire/Lightning/Thunder/Force).
- Success: Half damage.
Bonus Actions
Phase Drift. Moves half its Fly Speed; doesn't provoke Opportunity Attacks and can pass through objects.
Legendary Actions (3/Round)
Bolt. Makes one Quintessence Bolt attack.
Elemental Ward (Costs 2). Gains Immunity to one damage type of its choice, until the start of its next turn.
Reposition (Costs 2). Uses Phase Drift.
How to Use
The Elemental Plane's highest authority. A Tier 4 Artillery boss.
4 bolts × 27 = 108 damage per turn from 150 feet, plus 3 legendary bolts = ~190 damage/round potential.
Elemental Ward (legendary) is cruel: the party gets ready to cast Fireball → the Weaver gains Fire Immunity.
Key
Close the distance. Point Blank Weakness — Disadvantage on attacks within 5 feet. And it has no melee attack. A party that reaches it wins. But with Fly 90 plus Phase Drift, closing that distance is very hard. Teleportation, flight, or Hold Monster are needed.