Large Elemental, Neutral
Armor Class 17 (natural armor)
Hit Points 106 (10d10 + 51)
Speed 30 ft., Burrow 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Fire, Force, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Terran
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charged Geode.The elemental's heart is a geode that resonates with magic. Whenever the elemental takes fire, lightning, psychic or radiant damage, whenever it becomes the target of a spell, and whenever it starts its turn affected by a spell, it gains one charge. Force or thunder damage causes it to gain two charges instead. A spell that targets the elemental and deals typed damage to it can cause it to gain several charges at once. If the elemental is targeted by dispel magic, it loses 1d3 charges instead of gaining any. The elemental resets to three charges at the end of a short of long rest.

Volatile Fracture. When the elemental is reduced to half hit points, and each time it is subject to a critical hit, its shell is fractured. If it has any charges remaining, it loses one charge and each creature is a 10-foot radius must make a DC 16 Dexterity saving throw, taking 10 (3d6) force damage on a failed save, or half as much on a successful one.

Volatile Demise. When the elemental is reduced to 0 or fewer hit points, if it has any charges remaining, it explodes violently in a radius of 10 feet per charge. Each creature in the area must make a DC 16 Dexterity saving throw, taking 10 (3d6) force damage per charge on a failed save, or half as much on a successful one.

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.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Breath Weapon. The elemental expends one charge in order to magically expel a blast of either fire, force or lightning (the elemental's choice) in a 30-foot cone. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 21 (6d6) damage of the chosen type on a failed save, or half as much on a succesful one. The elemental can choose to expend two charges instead of one in order to increase the area to a 60-foot cone and the damage to 28 (8d6).

Description

A bloodshard elemental is an earth elemental whose heart is a geode chamber that resonates with magical energy. While more fragile than a regular earth elemental due to its lost density, the magical power it carries within itself makes it a bigger threat.

Magic-users have discovered to their great dismay that the bloodshard elemental feeds off of the raw energy in spells and elemental energy, only causing it to become more unstable when finally fractured.

Habitat: DesertHill

Aetharion

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