Huge Elemental, Neutral
Armor Class 17 (natural armor)
Hit Points 177 (15d12 + 80)
Speed 50 ft., Burrow 120 ft.
STR
19 (+4)
DEX
15 (+2)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +5
Skills Athletics +0, Stealth +0
Damage Vulnerabilities Bludgeoning, Thunder
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 160 ft., Passive Perception 11
Languages Terran
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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.

Partial Shatter. If the elemental takes 50 Thunder damage or more during a single turn, the elemental partially shatters; all creatures within 60 ft. must make a DC 14 Dexterity saving throw or take 13 (2d12) piercing damage or take half on a success. until the end of its next turn, it cannot use any recharge abilities, its speeds are reduced by 20 feet, and it makes attack rolls with disadvantage.

Actions

Multiattack. The elemental makes three different melee attacks or two ranged.

Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage. A creature hit by this attack must make a DC 14 constitution saving throw or take 8 (2d8) lightning damage and become stunned until the end of their turn.

Sliver. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) piercing damage. A creature hit by this attack has a sliver of crystal lodged in them and is Marked. A creature can removed the marked condition from a creature by making a DC 12 medicine check as an action.

Knee. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. A creature hit by this attack must make a DC 16 strength saving throw or be pushed 25 ft. Away and knocked prone. A creature that hits a wall from the knock back takes 1d6 bludgeoning damage for every 5 ft. Traveled.

Shard. Ranged Weapon Attack: +9 to hit, range 80/200 ft., one target. Hit: 14 (2d8+5) piercing damage. A creature hit by this attack has a sliver of crystal lodged in them and is Marked. A creature can removed the marked condition from a creature by making a DC 12 medicine check as an action.

Crystal Chunk. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. creature hit by this attack must make a DC 16 strength saving throw or be knocked prone.

Legendary Actions

The Elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Elemental regains spent legendary actions at the start of its turn.

Disappear. The elemental takes the disengage action and moves up to its speed.

Appear. The elemental moves up to its speed then makes a melee attack.

Regenerate (Recharge 4-6). The Elemental can use this option only if it is completely inside crystal. It regains 27 (5d10) hit points. 

Shatter (Recharge 5-6). A marked creature within 90 feet of the elemental must make a DC 15 Constitution saving throw, taking 22 (5d8) Piercing damage and 13 (2d12) Thunder damage on a failed save, or half as much damage on a successful one. The creature is no longer marked.

Lightning Storm (Recharge 6)(Costs 2 actions). All marked creatures within 120 feet of the elemental must each make a DC 17 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target’s saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Monster Tags: Elemental

Habitat: Underdark

HrothgarBloodaxe

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