Bound to the Earth. The walking mountain is still bound to the earth by magic, granting it advantage on Strength and Dexterity saving throws to resist being knocked prone while it is touching the ground.
Colossal Siege Monster. The walking mountain deals triple damage to objects and structures. When the walking mountain walks or climbs upon a structure, the structure takes 16 (3d10) bludgeoning damage for every 5 feet the walking mountain moves over it. Any ground the walking mountain walks or climbs on becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.
Quaking Presence. The ground within 30 feet of the walking mountain is difficult terrain. Each creature that starts its turn on the affected ground, ends its turn there, or enters it for the first time on a turn must succeed a DC 16 Dexterity saving throw or be knocked prone. This trait only functions while the walking mountain is touching the ground, and it doesn't affect creatures with tremorsense.
Stubborn Explorer. The walking mountain has advantage on saving throws to resist banishment effects or unwilling teleportation while it is not on its home plane.
Unwieldy Height. The walking mountain has disadvantage on attack rolls against targets that are Medium or smaller. If the walking mountain is knocked prone while it is standing, it takes 33 (6d10) bludgeoning damage that ignores all resistance. It also takes double damage from any falls.
Earthen Nature. The walking mountain's elemental subtype is earth.
Multiattack. The walking mountain makes two smash attacks.
Smash. Melee Weapon Attack: +14 to hit, reach 20ft., one creature. Hit: 29 (3d12 + 10) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
Sit (Recharge 4–6). Each creature in the elemental's space must succeed on a DC 18 Dexterity saving throw or take 29 (3d12 + 10) bludgeoning damage and be knocked prone. A creature has advantage on this saving throw if it is flying, and it has disadvantage on the saving throw if it is prone. This also damages structures in the area.
Description
Towering at heights of over a hundred feet with radii of forty feet or more, the stone elementals called walking mountains are constantly rumbling and shaking. Some are even topped with snow or shrouded in clouds.
Wandering Elementals. As natives to the Elemental Plane of Earth, walking mountains are remarkable for how often they are found elsewhere. These creatures hate staying still or going anywhere they've already been, and they despise having to change their route or turn around. They can be found anywhere there is ground.
Stubborn Destroyers. Walking mountains rarely intend to cause harm, yet when the path of one crosses over a humanoid settlement, it can cause untold levels of destruction through its passage alone. Stone legs that weigh hundreds of tons smash and crush not only fields and streets, but houses, walls, castles, and anything else that is unlucky enough to stand in the elemental's path. Though they are slow and can be seen coming from far away, these elementals are incredibly stubborn, willful, and difficult to reason with. Sometimes there is little to do but slay the elemental, yet even doing that can cause great damage when it finally topples over.
Elemental Nature. A walking mountain doesn't require air, food, drink, or sleep.
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