Huge Elemental, Neutral Evil
Armor Class 17 Natural armor
Hit Points 310 (30d12 + 130)
Speed 30 ft., Walk 25 ft.
STR
20 (+5)
DEX
8 (-1)
CON
22 (+6)
INT
5 (-3)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws STR +8, CON +9
Damage Vulnerabilities Thunder
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Internal Glow. The crystal elemental magically sheds light in a 30-foot radius and dim light for an additional 30 feet.

Legendary Resistance (3/Day). If the Crystal Elemental fails a saving throw, it can choose to succeed instead.

Immutable Form. The crystal elemental is immune to any spell or effect that would alter its form.

Actions

Multiattack. The elemental makes two melee attacks one Slam attach and one Claw attack.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 4) slashing damage.

Crystal Eruption. The crystal elemental Slams its fist into the ground and makes jagged crystals erupt from the ground in a 20 foot radius, Each creature must make a DC 15 Dex saving throw or take 18 (6d6) piercing damage. 

 Prismatic Flash. The crystal elemental reflects a light from deep inside it. All creatures within 60 feet of it must make a wisdom Save DC 15 or be blinded until the end of there next turn. 

Legendary Actions

The Crystal elemental 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 Crystal elemental regains spent legendary actions at the start of its turn.

Bulldoze. The Crystal moves up to its speed without provoking opportunity attacks and any creature in its path has a DC 16 Strength save or take 2d6 points of bludgeoning damage and be pushed 10 feet back 

Strike. The Crystal elemental makes one claw or slam attack.

Crystal Harden. (Costs 3 Actions). The Crystal elemental tucks into itself its AC is increased by 5 until the start of its next turn and it regains 4d10 HP 

Prismatic Flash. (Cost 2 Actions). The Crystal elemental uses the prismatic flash action.

Lair and Lair Actions

Lurking in a large cave covered in crystals, this creature moves about looking for its next meal.

Lair Actions

On initiative count 20, the Crystal Elemental takes a lair action to cause one of the following effects; the Crystal Elemental can’t use the same effect two rounds in a row:

Crystal Undergrowth. The Crystal Elemental manipulates the earth to create an area of spike growth that is visible to other creatures.  The spikes are made of crystal and can be destroyed with any thunder damage.  The crystals fade after 1 round.

Reanimate Prey.  The Crystal elemental lets out a loud screeching noise that shatters nearby clumps of crystals to reveal miners it had partially eaten and trapped within layers of crystal.  1d6 Zombies come out of varying crystals in the walls and they are vulnerable to thunder damage.

Crystal Wall.  The lair shifts and a wall of crystal 1 foot thick, 25 feet long and 20 feet high springs up from the ground.  This wall has an AC of 8, 7 health per 5 feet of wall and a vulnerability to thunder damage.

 

Habitat: MountainUnderdark

Taken4GrAAAnted

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