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.