Huge Construct, Unaligned
Armor Class 17 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 30 ft., Burrow 25 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +9, CON +7
Skills Intimidation +13
Damage Vulnerabilities Force
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Passive Perception 10
Languages none
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Immutable Form. The Chaos monster of Elemental Earth is immune to any spell or effect that would alter its form.

Magic Resistance. The Chaos monster of Elemental Earth has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Chaos monster of Elemental Earth's weapon attacks are magical.

Actions

Multiattack. The Chaos monster of Elemental Earth makes two melee attacks. One sword attack and one slam attack

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Earthquake (Recharge 5–6).  The Chaos monster of Elemental Earth shakes the ground in a 20-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking  21 (6d6) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Poison Canisters (3 per day). The Chaos monster of Elemental Earth exhales poisonous gas in a 15-foot radius. Each player must make a DC 17 Constitution save or lose their actions coughing and take 2d6 poison damage

Harpoon and reel. Ranged Weapon Attack +5 to hit, range 60/80, one target. Hit 10(1d10+4) piercing damage. the target will also have to make a DC 18 strength or be pulled to The Chaos monster of Elemental Earth 20 feet.

Monster Tags: construct

Habitat: Mountain

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