Huge Elemental, Neutral
Armor Class 18 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft., Burrow 40 ft.
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Damage Vulnerabilities Thunder
Damage Resistances Necrotic, Ranged Attacks
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 10
Languages Terran
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

Siege Monster. The awakened earth deals double damage to objects and structures.

Actions

Multiattack. The awakened earth makes three slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Boulders (Recharge 4-6, or 3-6 if the awakened earth is burrowing). Ranged Weapon Attack: +4 to hit, range 60/180 ft., three targets. Hit: 39 (6d12) bludgeoning damage. Target is knocked prone and restrained. A creature can can attempt a DC 17 strength (athletics) check as an action to end the restrained condition on themselves. a creature within 5 feet of the restrained creature can attempt the check as well.

Description

a large, roving mound of earth, vaguely humanoid and covered in faintly glowing crystals, Awakened earth are particularly powerful earth elementals, summoned by spellcasters as potent champions or guardians.

Habitat: Underdark

ExternalMonolouge

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