Large Elemental, Neutral
Armor Class 16 (natural armor)
Hit Points 190 (12d10 + 60)
Speed 30 ft., Burrow 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws WIS +3
Damage Vulnerabilities Cold, Thunder
Damage Resistances Piercing, Slashing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Terran
Challenge 8 (3,900 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.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Stomp (Recharge 4-6). The elemental stomps on the ground, causing tremors in the Earth around it. Each creature within a 10ft radius must make a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone. On a successful save, the creature is not knocked prone and takes half damage. Additionally, the terrain in this radius becomes difficult terrain until the beginning of the elemental's next turn.

Heal. The elemental heals for 3d10 + 5 hit points. If the elemental goes down, it can still take this action.

Habitat: Underdark

godofincompetence

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