Evil Earth Elemental | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Evil Earth Elemental

Huge elemental, unaligned
Armor Class 20 (natural armor)
Hit Points 210 ( 20d12+100 )
Speed 30ft Burrow: 30ft

STR
24 +7
DEX
9 -1
CON
20 +5
INT
5 -3
WIS
11 0
CHA
5 -3

Damage Vulnerabilities Thunder
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Primordial, Terran
Challenge 16 (15,000 XP)


  • Earth Superiority. The elemental gains advantage to opportunity attack rolls and immobilizes a creature that it hits with an opportunity attack until the end of its next turn.
  • Immutable Form. The elemental is immune to any spell or effect that would alter its form.
  • Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The elemental's weapon attacks are magical.
  • 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. deals double damage to objects and structures.


Actions

  • Multiattack. The elemental makes two melee attacks.
  • Slam. Melee Weapon Attack: +13 to hit ( 1d20+13 ), reach 10 ft., one target. Hit: 20 ( 3d8+7 ) bludgeoning damage.
  • Sword. Melee Weapon Attack: +13 to hit ( 1d20+13 ), reach 15 ft., one target. Hit: 23 ( 3d10+7 ) slashing damage.
  • Hurl Rock. Ranged Weapon Attack: +13 to hit ( 1d20+13 ), range 30/120 ft., one target. Hit: 29 ( 4d10+7 ) bludgeoning damage.
  • Rock Flex (Recharge 5-6). The elemental flexes and shards of razor-sharp stone shoot out in a 15-foot sphere centred on itself. Each creature in that area must make a DEX saving throw, taking 45 ( 10d8 ) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

  • Seismic Stomp (1/Day). When bloodied for the first time during an encounter, the elemental leaps into the air and lands, backside first, on the ground, causing a localised earthquake. All creatures within 60 feet must make a CON saving throw or take 2d10+7 thunder damage, and the target is knocked prone and stunned until the end of its next turn. On a success, the targets take half damage and are knocked prone. Creatures more than 30 feet away have advantage on the saving throw.
  • Stone Bones (Free Action). As a reaction, when the elemental is hit by an attack, not usable while bloodied, the elemental gains a damage threshold of 5 to that specific damage type until the end of the encounter.


 

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. This evil version haunts areas where the Cult of Evil Earth has taken root. It hides in the ground with a weapon of some kind sticking out of it to lure unwary adventurers to their doom.
  When an evil earth elemental is killed, gems worth 2d10*200 can be gathered, and the sword it wields has a 50% chance of being magical. If it is magical, roll randomly to see what type of sword it is. One of the gems will bear the icon of the Temple of Elemental Evil Earth.

Only appears in around Temples of Elemental Evil Earth.


Created by

solomani.

Statblock Type

Monster / Creature

Link/Embed