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CIRCLE OF PHENEX / AUGUST 2026

Gonggong

Huge elemental

EST. CR 14ARMOR CLASS 18HIT POINTS 275

The flood has a voice; Gonggong will withdraw if the party opens the ancient spillway before the city drowns.

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Original 5e-style homebrew v0.2 — estimated CR; not playtested. The stats below are original game material created for this release.

At your table.

CIRCLE OF PHENEX / AUGUST 2026

Gonggong

Huge elemental

Original 5e-style homebrew v0.2 — estimated CR; not playtested
Armor Class18
Hit Points27522d12 + 132
Estimated CR14Proficiency +5

Speed 30 ft., swim 60 ft.

STR
24 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
14 (+2)
WIS
20 (+5)
CHA
18 (+4)
Saving throws
STR +12, CON +11, WIS +10
Resistances
acid
Immunities
cold
Senses
darkvision 60 ft., passive Perception 15
Languages
Common, Primordial

Traits

Amphibious. Gonggong can breathe air and water.

Floodwalker. Nonmagical difficult terrain made of mud or water costs Gonggong no extra movement.

Actions

Multiattack. Gonggong makes two Flood Staff attacks.

Flood Staff. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be pushed 15 feet.

Broken River (Recharge 5–6). A wave fills a line 60 feet long and 15 feet wide. Each creature in it makes a DC 19 Strength saving throw, taking 45 (10d8) bludgeoning damage on a failure or half on a success. On a failure, it is also pushed 20 feet and knocked prone.

Bonus actions

Rising Water. A 15-foot square of ground within 60 feet becomes difficult terrain until the start of Gonggong’s next turn.

Reactions

Undertow. When a creature within 15 feet moves away from Gonggong, it must succeed on a DC 19 Strength saving throw or its speed becomes 0 for the rest of that turn.

Action timing reference

On its turn, a creature has one action and can use one listed bonus action. Multiattack is one action; it does not also grant a recharge action. A creature has one reaction, regained at the start of its turn. For Recharge 5–6, roll a d6 at the start of each of its turns after use; the ability returns on a 5 or 6. A creature cannot use reactions or legendary actions while incapacitated.

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