Armor Class 20
Hit Points 370 (20d20 + 160)
Speed 60 ft., fly 80 ft., swim 80 ft., burrow 60 ft.
Saving Throws DEX +11, CON +15, WIS +9, CHA +6
Damage Immunities acid, cold, fire, lightning, poison, thunder
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses Truesight 150 ft., passive Perception 12
Languages Primordial
Challenge 22
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn't disturb the material it moves through.
Legendary Resistance (4/Day). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.
Multiattack. The cataclysm makes two Elemental Burst attacks.
Elemental Burst. m,r +15, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of a type chosen by the cataclysm: Acid, Cold, Fire, Lightning, or Thunder.
Cataclysmic Event (Recharge 4–6). The cataclysm creates one of the following effects at random (roll 1d4):
Eruption. The cataclysm makes one Elemental Burst attack.
Rumbling Movement. The cataclysm moves up to its Speed, Fly Speed, or Swim Speed without provoking Opportunity Attacks. Each creature within 5 feet of the cataclysm as it moves is targeted once by the following effect. con DC 23. The target has the Prone condition. The cataclysm can't take this action again until the start of its next turn.
Monster Manual (2024), p. 111