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Ancient Earth Elemental in Dungeons & Dragons 5e

Ancient Earth Elemental CR: 14

Huge to Gargantuan elemental, chaotic neutral
Armor Class: 18 (natural armor)
Hit Points: 262 (25d10+125)
Speed: 30 ft , burrow: 40 ft

STR

24 +7

DEX

13 +1

CON

20 +5

INT

7 -2

WIS

11 +0

CHA

8 -1

Saving Throws: Strength, Wisdom
Skills:

Earth Glide.

The elemental can burrow through nonmagical worked stone and earth, and both magical and nonmagical, unworked stone and earth. While doing so the elemental doesn't disturb the material it moves through

Siege Monster

The elemental deals double damage to objects and structures.

Damage Vulnerabilities: Thunder
Damage Resistances: bludgeoning, piercing, and slashing from non magical sources
Damage Immunities: Poison
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses:

Darkvision 60ft, Tremorsense 60ft

Passive Perception 11

Languages: primordial
Challenge Rating: 14 ( 11,500 XP)
Proficiency Bonus: +5

Earths Embrace (5-6 recharge)

The earth itself rises to the call of the elemental, smothering one creature within its embrace. Range: 60ft. One creature the elemental can see within 60 feet must succeed on a DC 19 Strength saving throw or become grappled (escape DC 19) and restrained.

While restrained in this way, the creature takes 3d10 bludgeoning damage at the start of each of its turns.

A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if the elemental is incapacitated or if the target is moved out of contact with the ground.

Actions

Multiattack

The elemental makes two attacks, using Slam or Rock Launch in any combination.

Slam

Melee Attack Roll: +12, reach 10ft. Hit: 27 (4d10+5) bludgeoning damage

Rock Launch

Ranged Attack Roll: +12, range 60ft. Hit: 23 (3d12+3) bludgeoning damage. Target makes DC18 str check, on a success nothing extra happens, on a failed save target is knocked prone.

Reactions

Stone bulwark: Create a stone shield for the elemental, increasing its AC by 5 until the beginning of its next turn. only usable if it dealt no damage on its previous turn. While this ability is active the elemental has disadvantage on dexterity saving throws

Legendary Actions

3/ day

Stone fist: The elemental makes one slam attack on a creature within range

Seismic shift: The elemental moves up to half of its move speed without provoking opportunity attacks. The space it moves through becomes difficult terrain.

Suggested Environments

Mountains, Hills, Caves, Planar (Elemental Plane of Earth)


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