Unstable Armor. Whenever Unstable Earth targeted by an attack roll, roll 1d12. You add the number rolled to Unstable Earth's Armor Class causing the Armor Class of Unstable Earth to be 10+1d12. This trait can occur multiple times in a turn if hit by multiple attacks. This effect does not stack however, each attack subjects a new roll for the elemental.
Malleable Form. Whenever Unstable Earth is subject to make a saving throw, roll 1d12. You add that number to the saving throw.
Multiattack. The can make 2 attacks in any iteration of Slam or Hurl Energy attacks. If it chooses to use its Siphon Mana ability, it may not use either a Slam or Hurl Energy Attack
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft; One Target Hit: 14 (2d8 + 5) bludgeoning damage.
Hurl Energy. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 19 (3d8 + 4) Force damage. On a successful hit, the target must make a DC 16 strength saving throw or be pushed back 10 ft and knocked prone
Siphon Mana. Unstable Earth chooses one creature that it can see withing 60 feet. That creature must make a DC 16 Intelligence saving throw. On a failure, the creature rolls 1d12 and looses that many spell slots configured in any way the target chooses. If the target has no spell slots left or does not have the ability to cast spells they take a 1d12 necrotic damage equal to the number rolled on the initial die.
Description
While resembling the manifestation of an Earth Elemental and Air Elemental, the Unstable Earth takes on a property all its own. Born from an erratic infusion of arcane energy placed into stone, the Unstable earth is an amalgamation of swirling rocks that rest in a low humming cyclone as it hovers in place.
Often solitary creatures, unstable earth is often found either protecting the spell caster that forged it or constantly searching for wellsprings of arcane energy to feed on.
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