Medium Elemental (Goblinoid), Any Chaotic Alignment
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., fly 30 ft. Flys 'high'
STR
18 (+4)
DEX
20 (+5)
CON
10 (+0)
INT
1 (-5)
WIS
5 (-3)
CHA
10 (+0)
Saving Throws DEX +7
Skills Sleight of Hand +0
Damage Resistances Ranged Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages All, Terran
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Overdose. The air around this elemental is toxic. Roll 1d20 at the start of every turn for each Elemental, if d20>18, add +3 Dexterity and roll a d10 to subtract hp for everyone in the party.

Detroit. Roll a d20 for the elemental on the Player's turn. If it is a 20, remove an item from the players inventory, at the dm's disgression

Actions

Powder Blow. The Elemental blows a mysterious substance at you, rolling a d10 for damage

Lack of Education. The Elemental turns the air stupider, which deals damage (1d6) and lowers intelligence (1d4)

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.

Monster Tags: Elemental

Habitat: Urban

GloomyStew