Hexproof. The Arboretum Elemental takes half as much damage from spell attacks and has advantage on saving throws made against spells and magical effects.
Convoke. Any creature within 15ft of the Arboretum Elemental can make use of its action to make a DC15 Charisma saving throw. On a success, the next time the Elemental hits with a melee weapon attack the attack deals an additional die of damage.
Siege Monster. The Elemental deals double damage to ojects and structures.
Stomp. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 25 (4d10+9) bludgeoning damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 15 (4d6+9) bludgeoning damage.
Trample Through. Arboretum Elemental moves up to its speed in a straight line, ignoring difficult terrain as it does so. When Arboretum Elemental moves through another creatures space, the creature must make a DC20 strength saving throw. On a failed save, creatures take 30 (4d10+7) bludgeoning damage and is knocked prone, on a success that creature takes half damage and is not knocked prone.
Description
Arboretum Elemental from RavnicaCardsConverted.
Comments