Large Elemental, Unaligned
Armor Class 19 Natural Armor
Hit Points 126 (12d10 + 60)
Speed 30 ft., fly 90 ft., burrow 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 60 ft, Passive Perception 10
Languages Auran, Terran
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Siege Monster. The elemental deals double damage to objects and structures.
Unusual Nature. The elemental doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d8 + 5) bludgeoning damage.

Rockstorm(Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 18 (3d8 + 5) bludgeoning damage and is flung up 20 feet away from the elemental and knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Description

In recent years, the Cult of the Elder Elemental Eye haslearned the secret of fusing disparate elementals into a more powerful, hybrid form. Rather than each element diluting the other—for example, water and earth merging into mud—each element retains its primordial purity. Most of these unified elementals combine two elements, although rumors abound of hybrid monstrosities formed from three or even all four of the elements.

TravPa

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