Huge Elemental, Neutral
Armor Class 35
Hit Points 260 (23d12 + 115)
Speed 90 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
14 (+2)
CHA
6 (-2)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Passive Perception 12
Languages Auran
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Slashing Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Hidden core. The elemental has AC35 if a creature tries to attack it without knowing its weakness. A creature can make a perception check as an action successfull DC20 perception check identifies a core inside of it. A creature can target the core with disadvantage. The core has AC of 25.

Siege monster. Double damage to objects.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +16; reach 20ft, Hit 24 (4d6+9)

Crushing Sand. Each creature in the elemental’s space must succeed on a DC 20 Strength saving throw. Creatures who fail take 21 (6d6) bludgeoning damage and are grappled (escape DC 20). A creature grappled in this way is also restrained. Creatures who succeed take half damage and are not grappled.

Sandstorm. The elemental releases any creature it is grappling. Each creature in the elemental’s space must make a DC 20 Constitution saving throw. Creatures who fail the saving throw take 50 (11d8) slashing damage, or half as much on a successful save.

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 20 Strength saving throw. On a failure, a target takes 24(5d8 + 2); slashing damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Legendary Actions

3 actions

Move.

Sand missile. 120ft, +16 to hit, 30 (6d6+9) slashing damage.

Suck (costs 3). Each creature in 60ft has to make a DC20 str save or be moved in the center of the elemental and take 50 (11d8) slashing damage. On a successfull save a creature takes half damage and is not moved.

Habitat: Desert

UraagTheDwarf

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