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.
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.
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