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.
Curse of the Kajalc. The elemental is immune to necrotic damage. Additionally, necrotic damage instead heals it.
Multiattack. The elemental makes two Slam attacks or two throw Earth Attacks or one Tremor and one Slam attack.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Throw Earth. Ranged Attack: +4 to hit, reach 90/150 ft., one target. Hit: (2d6 + 3) bludgeoning damage.
Tremors. (Recharge 5-6) The elemental slams the ground, sending out rippling shockwaves across the ground. All creatures, not flying, within 120 feet must make a DC 19 Dexterity saving throw or take 15 (5d6) force damage and become Prone or half and no additional effect on a save. Additionally the area becomes difficult terrain.
Description
An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.
Previous Versions
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1/15/2021 5:19:26 PM
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