Medium Elemental, Neutral
Armor Class 19 Natural armor
Hit Points 279 (22d12 + 154)
Speed
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
12 (+1)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +6, CON +13, WIS +8
Damage Resistances Fire, Piercing, Slashing
Damage Immunities Poison
Senses Passive Perception 18
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Ammaroth fails a saving throw, it can choose to succeed instead.

Force of Nature. Ammaroth ignores difficult terrain and cannot be moved against its own will, even by magical means.

Flourishing Footsteps. Vegetation explodes from the earth in Ammaroth's wake, its very presence revitalizing the land around it. All terrain within 20 ft. of Ammaroth is considered difficult terrain.

Regeneration. Ammaroth regains 25 hit points at the start of its turn.

Eternal Guardian. When Ammaroth reaches o hit points, its physical form collapses and is swallowed up by the earth. For the next 1 minute, the ground within 100 ft. of Ammaroth's remains is affected as if by the Earthquake spell. Ammaroth returns to life in a year's time.

Actions

Multiattack. Ammaroth makes three attacks: one with its stomp or its rock and two with its tusks.

Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Tusks. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 +8) bludgeoning damage.

Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one target. Hit: 17 (2d10 + 8) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Unstoppable Charge (Recharge 5-6). Ammaroth moves its speed in a straight line, ignoring attacks of opportunity and destroying objects and structures in its path. Creatures that Ammaroth passes through during this movement must make a DC 16 Dexterity saving throw, taking 48 (16d6) magical bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one.

Weavebreaker Roar (1/Day). Ammaroth releases a thunderous roar that shakes the firmament of the world. Creatures within 60 ft. of Ammaroth must make a DC 16 Constitution saving throw, taking 36 (8d8) thunder damage damage on a failed save, or half as much damage on a successful one. Additionally, any spell or magical effect within 200 ft. of Ammaroth ends immediately. Elementals summoned by Ammaroth are not banished by this effect.

Call of the Ancients (1/Day). Ammaroth summons 3 Earth Elementals. The elementals appear in an unoccupied space within 60 ft. of Ammaroth and share Ammaroth's initiative count, but always act after it. When Ammaroth dies, any elementals summoned by this trait crumble into the earth.

Legendary Actions

Ammaroth can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ammaroth regains spent legendary actions at the start of its turn.

Dash. Ammaroth moves up to its speed.

Boulderburst. Ammaroth causes a 10 ft. square of jagged rock to erupt from the ground at any point within 30 ft. of it. Each creature in that area must succeed on a DC 16 Dexterity saving throw, or take 20 (4d10) bludgeoning damage, or half as much damage on a successful one. Additionally, they are pushed out of the rock's space in a direction chosen by Ammaroth.

Tremor (Costs 2 Actions). Ammaroth causes the ground within 20 ft. of it to shake and churn inward. Each creature other than Ammaroth in that area must succeed on a DC 16 Strength saving throw, or take 18 (6d6) bludgeoning damage and be restrained.

Hurl to Earth. Ammaroth casts Earthbind. Strength is its spellcasting ability.

JudoSapphire

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