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: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Thunderous Stomp (Recharge 6). The elemental stomps and creates a wave of thunder force. Each creature within 30 feet of it must make a DC 19 Constitution saving throw. On a failed save, a creature takes 36 (8d8) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
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