Armor Class
17
(natural armor)
Hit Points
126
(12d10 + 60)
Speed
30 ft., burrow 30 ft.
STR
20
(+5)
DEX
8
(-1)
CON
20
(+5)
INT
5
(-3)
WIS
10
(+0)
CHA
5
(-3)
Damage Vulnerabilities
Thunder
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages
Terran
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
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.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
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.
they understand common but can only speak Terran
Ya know..I understand moving a monster 1, or maybe two places up or down on the CR scale, because you want them to have a higher/lower proficiency, they have an ability that's hard to numerically measure which impacts difficulty, or you just want them to fit in with a set of equal CR monsters..but I've run the numbers twice, and unless I'm missing something, the Earth Elemental should be CR 9, going by the monster creation CR chart. That's not a minor discrepancy, heck it's the difference between an Easy and a Deadly encounter.
He's also freaking CR 9, rather then 5, if we go by the monster creation CR chart..that's not even factoring in cheesing earth Glide. Although an easy way to counter what you're talking about be a PC holding their action, or getting into a position where the elemental can't attack them without being in reach of multiple characters.