Earth Glide. The arid earth elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Pyre. Whenever the arid earth elemental is subjected to fire damage, it takes no damage and instead the ever growing dry shrubs upon it lights afire, altering its Spew Sand attack to deal an additional 1d6 fire damage.
Desertification. The arid earth elemental's ever pooling sand pit wells over and paths large trails of sand where ever it goes.
Siege Monster. The arid earth elemental deals double damage to objects and structures.
Multiattack. The arid earth elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5)bludgeoning damage.
Spew Sand. Range Weapon Attack: +4 to hit, range 15/30 ft., all targets. Hit: If a target is a creature with eyes, it is considered blinded for until it uses an action to remove the sand from its eyes. Creatures with alternative special senses, such as blindsight and tremorsense, are not affected by this ability.
Description
An arid earth elemental plods forward like a growing dune, club-like arms of jagged stone swinging at its sides. Its head a well of spewing sand and its body consist of stone and dry shrubs, occasionally set with chunks of dull minerals. This kind of elemental is quite deadly to its surrounding environment and any nearby settlements as they are always seen destroying large plant life such as trees. Its path always trailing swaths of sand that covers the land is also a disaster in of its self.
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