Huge Elemental, Neutral
Armor Class 18 (natural armor)
Hit Points 216 (16d12 + 112)
Speed 30 ft., burrow 30 ft.
STR
22 (+6)
DEX
10 (+0)
CON
24 (+7)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws CON +11, WIS +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Terran
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Innate Spellcasting. The elemental's innate spellcasting ability is Constitution (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: magic stone, meld into stone

1/day each: wall of stone, flesh to stone

Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects. 

Actions

Multiattack. The elemental makes three slam attacks. It can replace on of the slam attacks with a boulder attack.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Boulder. Ranged Weapon Attack: +10 to hit, range 1100/400 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Habitat: Underdark

HomebrewMindFlayer

Comments

Posts Quoted:
Reply
Clear All Quotes