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.
Crystallic Re-life. When this takes more than 30 damage in one blow by non phycic damage. its form looses a shard from its own body that lives and has the damge in Hp. It is formed within 15 feet and counts as an earth elemental
Multiattack. The elemental makes two slam attacks or uses one queking shard expulsion
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (3d8 + 7) bludgeoning damage. Whether it hit or not the target and all other within 10 ft has to make a dexterity saving throw, dc 15 or be knocked prone.
Queking Shard Expulsion. A vertical column of black glass shards erups from below of its choosing. Epicenter range 90 ft, each creature in a 10-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw, disadvantage if prone. A creature takes 4d8 piercing damage and 4d6 acid damage on a failed save, or half as much damage on a successful one.
Description
An earth elemental creeks forward like a rigid doll with to few joints, club-like arms of jagged black glass swinging at its sides. Its head and body consist of black glass, occasionally set with chunks of gemstones, and bright minerals.
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