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.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d8 + 5) bludgeoning damage.
Adamantite Slam (Recharge 5–6). The elemental slams the ground, unleashing a shockwave of force in a 20-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes (6d10) force damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.
Legendary Resistance (2/Day). If the creature fails a saving throw, it can choose to succeed instead. It can do this up to 2 times per day.
Seismic Pulse (1/day). All creatures on ground in 30 ft must make DC 18 Con save or be restrained as stone spikes erupt.
Adamantite-infused. The elemental is immune to critical hits (critical hits cause normal damage).
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.
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