Large Elemental, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 226 (12d10 + 60)
Speed 30 ft., Burrow 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Terran
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

 Corruption RADIANCE field, 

Casting Time: 1 action, Range: 15 feet, Duration: Ongoing, 

Dim, greenish light spreads within a 30—foot-radius, sphere centered on the River Stone. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

 

Actions

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 30 bludgeoning damage. 

Corrupted  EARTH Cage

Casting Time: 1 action, Range: 120 feet, Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10- foot radius that lasts until the rubble is cleared. Each 5—foot-diameter portion of the area requires at least 1 minute to clear by hand.If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Chaos pulse

Casting Time: 1 action, Range: 120 feet, Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the dSs. The number rolle  on that die determines the attacks damage type, as shown below.D8

Damage Type: 1.Acid, 2.Cold, 3.Fire, 4.Force, 5.Lightning, 6.Poison,

 7.Psychic, 8.Thunder

If you roll the same number on both d8, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll  which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Counterspell

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

 

Reactions

HORRID BLOOD WILTING

Casting Time: 1 action, Range: 60 feet, Duration: Instantaneous

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

Legendary Actions

Corrupted  EARTH Cage RADIANCE field

The Corrupted River Stone will make itself a part of the Earth Cage. While it does make it's more vulnerable to attack. The Radiance field  is now being admitted from the entire cage itself. All things inside the cage are subjected to the fields effects, each turn. Unless they can find a way to escape the Cage.

Description

At first glance, it a large stone that you might find in a Druid Circle. On closer check, side has been smoothed from it's time in river, while the other side is rough. A faint yellow greenish glow seems to shift across it's surface.   At moments it seems like there might even a face arcoss the smooth surface.

Habitat: SwampUnderdark

Xucate316

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