Ignition. If the elemental takes fire damage, it is ignited. At the start of each turn the elemental is ignited, it takes 2d8 (9) fire damage. Once ignited, the elemental cannot be extinguished by any means.
Blinding Cloud. A cloud of blinding ash fills a 10 foot radius around the elemental. When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a DC 14 Constitution saving throw. On a failed save, the creature is blinded until the start of its next turn. If the elemental has been ignited, the creature takes an additional 7 (2d6) fire damage on failed save or half as much damage 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.
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. If the elemental is ignited, this attack deals an additional 4 (1d8) fire damage.
Description
A coal elemental plods forward like a walking hill, club-like arms of hard anthracite swinging at its sides. It is cloaked in a swirling cloud of ash and coal dust. It comes from a dead plane with no living plants or animals. It is imperiled by high concentrations of oxygen due to its extreme flammability.
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