Nightmare Corruption (BIRTHRIGHT). Any creature that starts its turn within 10 feet of the Nightmare Earth Elemental Golem must make a DC 13 Wisdom saving throw or be affected by the Nightmare Corruption for 1 round. A creature affected by the Nightmare Corruption must roll a d4 at the start of each of its turns to determine its actions. On a roll of 1, the creature takes no action and only uses its movement to move in a random direction. On a roll of 2 or 3, the creature can take either an action or a bonus action on its turn. On a roll of 4, the creature can take both an action and a bonus action on its turn.
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.
Newborn Ignorance. The elemental has disadvantage on saving throws against charm effects.
Martial Novice. This creature can engage in Martial Clashes at disadvantage.
Multiattack. The elemental makes two Wild Lash attacks, or three against its' favored enemy.
Wild Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Rock Throw. Ranged Weapon Attack: DEX Save 12; Hit: 11 (1d8 + 6) bludgeoning damage too all creatures in a 30 ft. line, and knocking them prone.
Enemy Undefined: When the creature gains a new favored enemy, roll a D4 to determine its' status to the rest of the party or others present.
1: The golem gains a Mercy initiative.
2: The golem does not wish to harm any other creature so long as it doesn't see them do anything harmful. If attacked by another creature or their favored enemy is overtly aided, re-roll this die.
3: The golem becomes hostile to all present creatures, seeking to defeat or kill them all.
4: The golem gains the Merciless trait against its' favored enemy.
Inescapable. The creature Dashes towards its' favored enemy.
No Choice. When the Golem suffers an attack, it must make a Sanity check at disadvantage. On a failure, it may break.
Roll a Wisdom save, DC half the total damage of the attack. On a success, the Elemental disengages and flees 15 feet as a reaction.
On a failure, the creature that triggered the break is now its' favored enemy. The elemental is considered Raging, and gains permanent advantage against the target until it is calmed, or its' target is downed.
If its' current target is downed, it may make another Sanity check, DC (15 - The player's level.)
This ability recharges on a Long Rest, or when its' favored enemy is downed.
Legendary Resist 2/day
All I Know. The Earth Golem screeches (in a panicked cry INSIGHT 18), sending shockwaves through the ground and causing loose rocks and debris to shake and shudder. All creatures within range that can hear the screech must make a WIS saving throw DC 15, or suffer from the fear condition for one minute. It can repeat the save at the end of each turn.
Creatures that succeed this check are immune to All I Know for 8 hours, and the Insight roll is decreased by 3.
Nightmare Manifest. The elemental summons a CR 1 or lower twisted nightmare to attack its enemies.
Shadows in my Head. The elemental summons 1d4 Shadows.
Go Away. The creature makes a Wild Lash attack.
Description
An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.
This creature is also considered a Construct.
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