Huge Elemental, Unaligned
Armor Class 17 Natural
Hit Points 420 (24d20 + 168)
Speed 20 ft.
STR
24 (+7)
DEX
8 (-1)
CON
24 (+7)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws WIS +8, CHA +8
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Psychic
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Tremorsense 60ft, Passive Perception 13
Languages Common, Deep Speech Ancient, Common, Deep Speech
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Earth Glide. The Nature Guardian can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

False Appearance. While the Ancient Nature Guardian is still, it appears to be a small lump of plants and stone.

Siege Monster. The Ancient nature Guardian deals double damage to objects and structures.

Actions

Multiattack. The Ancient Guardian can make four slam attacks, three rock attacks, or two slam attacks and summon Earth Elemental

Slam. Melee Weapon Attack: +13 to hit, reach 10ft., One target. Hit: 24 (4d8+6) bludgeoning damage. 

Rock Throw. RangedWeapon Attack: +6 to hit, range 60ft., One target. Hit: 33 (5d10) Bludgeoning damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A Powerful Reincarnation of the old nature spirit that resided in Lyros' forests. One of the children of Dasolily. 

This particular version however has become possessed by an Elder Brain and as such is both stronger than normal, but weak to mental attacks.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Deathmaycome

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