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.
Power Attack. On the elementals turn, before making an attack roll, it may choose to subtract a number from a melee attack roll and add twice that number to the melee damage roll. This number may not exceed your base attack bonus. the Elemental chooses this when it is attacking a weak object or structure to maximize damage.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 24 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Shatter Earth(Recharge 6). The earth elemental slams its fists into the ground in a fitting rage. Each creature within 30 feet of the elemental must make a DC 17 strength saving throw, taking 56 (16d6) bludgeoning damage on a failure and be knocked prone as the earth around theme trembles with a tremendous force, and half as much damage on a successful save and are not knocked prone. The elemental regains this ability if it is reduced below half it's hit points and uses it on its next turn.
Description
An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides.
When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Previous Versions
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10/22/2019 5:22:11 AM
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10/22/2019 5:29:42 AM
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