Powerful Build. The spirit counts as one size large when determining its carrying capacity and the weight it can push, drag, or lift.
Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only take half damage if it fails
Pit Traps. Once per turn when it burrows into or out of ground made from loose earth or stone, the spirit can create a mound of soft, mushy dirt: a pit trap. It can use its action on ant of its turns to hide a pit trap it touches. A creature must succeed on a DC 14 Wisdom (Perception) check to notice a hidden pit trap before walking upon it. When a creature walks on a pit trap, the creature is affected by the spirit's Bury action as if the spirit had used its action and touched the creature, and the pit trap becomes normal ground again.
When encountered, the spirit happens to be surrounded by 1d4 pit traps already hidden in random locations on the ground within 30 feet of it.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Bury. The ground churns beneath one creature or object that the spirit touches which is in or on the ground. If the target is a creature it must succeed on a DC 12 Dexterity saving throw to prevent the effect. If the target fails or it is an object, it magically sinks 2 feet into the ground.
A creature that sinks in this way is restrained; if its head is still above the ground, it can attempt to escape as if it were grappled against a DC equal to 10 + 1 for every foot beneath the ground it has sunk. A creature that sinks beneath its arms cant make weapon attacks or use somatic components, and if it sinks entirely beneath the ground, it is buried until it escapes and it has disadvantage on any ability checks it makes to escape.
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