Huge Elemental, Any Non-Good Alignment
Armor Class 17 (natural armor)
Hit Points 120 (12d20 + 4)
Speed 30 ft., Burrow 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws CON +7
Damage Vulnerabilities Acid, Bludgeoning, Force, Thunder
Damage Resistances Piercing, Slashing
Damage Immunities Cold, Poison
Condition Immunities Exhaustion, Grappled, Petrified, Poisoned, Restrained
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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.

Siege Monster. The elemental deals double damage to objects and structures.

Oooh Shiny.  All creatures within 60 ft of the snake must succeed a dc 17 Cha saving throw or be charmed for up to 5 rounds.

Death Burst. after the snake has dropped to 0 hp it explodes dealing [roll]3d12[/roll] bludgeoning damage to all creatures that are within 60 ft that fail a dc 15 Dex check and creatures that succeed take half damage, recovered shards are worth 30 gp each

Actions

Multiattack. The elemental makes two slam attacks or one slam attack and one blinding light attack.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Blinding Light. the Crystal Snake twists it's body to shine a bright light at one creature the snake can see within 60 ft dealing 2d12 Radiant damage on a hit.

Description

a snake that's scales are usually made up of chunks of gems and bright minerals.

Habitat: DesertGrasslandMountainUnderdark

lucius_lakar

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