Elemental, Earthstorm

Gargantuan elemental, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 410 (20d20+200)
Speed fly 60 ft. (hover)

STR DEX CON INT WIS CHA
26 (+8) 1 (-5) 30 (+10) 21 (+5) 23 (+6) 20 (+5)

Skills Arcana +12, Nature +12, Perception +12
Damage Resistances cold, fire, thunder; bludgeoning, piercing, and slashing
Damage Immunities acid, lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 240 ft., blindsight 30 ft., tremorsense 60 ft., passive Perception 22
Languages Auran, Common, Primordial, Terran
Challenge 24 (62,000 XP)

SPECIAL TRAITS

  • Debris Aura. The elemental can use a bonus action to raise stone and dirt in a tempest around it until the start of its next turn. Creatures within 30 feet of it take 10 (3d6) bludgeoning damage, and ranged attacks made by creatures other than the elemental that begin in or enter the area have disadvantage. In addition, the elemental can cast shocking grasp at any creature inside of this aura.
  • Elemental Concentration. The elemental does not need to concentrate on conjure elemental spells that it casts.
  • Innate Spellcasting. The elemental’s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The elemental’s weapon attacks are magical.
  • Mixed Tongue. The elemental prefers to speak in a hybrid of Auran and Terran. Creatures that know both languages have advantage on Wisdom (Insight) and Charisma checks made against the elemental.
  • Siege Monster. The elemental deals double damage to objects and structures.
  • Titanic. The elemental ignores difficult terrain.

ACTIONS

  • Multiattack. The elemental attacks twice, or it casts a spell and makes one attack.
  • Slam. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 34 (4d12+8) bludgeoning damage.
  • Boulder. Ranged Weapon Attack: +15 to hit, range 250/750 ft., one target. Hit: 29 (6d6+8) bludgeoning damage.

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.

  • Boulder. The elemental makes a boulder attack.
  • Casts a Spell (Costs 2 Actions). The elemental casts a spell.
  • Upheaval (Costs 2 Actions). All creatures within 300 feet of the elemental make a DC 23 Dexterity saving throw or are thrown into the air, landing prone. A creature is thrown 10 feet for every 5 points it fails its Dexterity saving throw by, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

LAIR ACTIONS

On initiative count 20 (losing all initiative ties), the elemental can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, the elemental can’t use one until after its first turn in the combat. The elemental can’t use the same lair action two rounds in a row.

  • A 5-foot-radius fissure opens up in the ground centered on a point the elemental chooses within 300 feet. It is 1d10 × 10 feet deep. A creature standing on a spot where a fissure opens must succeed on a DC 21 Dexterity saving throw or fall in, taking 3 (1d6) bludgeoning damage for every 10 feet it falls. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (as the earthquake spell).
  • The elemental briefly polarizes the static charge all around it to create a magnetic contraction. Creatures wielding metal weapons or wearing metal armor make a DC 21 Strength saving throw or are restrained until the end of the round as their ferrous armaments pin them against the ground.
  • An intense tremor rips through the ground in a 100-foot-radius circle centered on a point the elemental chooses within 300 feet. The ground in the area becomes difficult terrain until the end of the round. Each creature on the ground that is concentrating must make a DC 21 Constitution saving throw. On a failed save, the creature’s concentration is broken.

ABOUT

The cataclysmic instances where the Plane of Earth and the Plane of Air collide spawn these epic elementals first as lightning storms imbued with intellect, spurned onward to travel across dimensions. When an intelligent tempest settles over a mountainous area in the Material Plane long enough it embodies the terrain, gradually making itself larger until it takes over entire mountain ranges-then departs to any place other than the Elemental Planes in search of more rock to add to its bulk.

Dwarven legends speak of entire empires felled by the appearance of an earthstorm and most of their societies perform complicated rituals that are decades in the making solely to foretell the coming of one of these elementals.

When one is destined to arrive the entire civilization abandons their homeland, digging deeper tunnels or moving to an entirely different region altogether. Not all of them are so quick to leave however, and when there are survivors their descendants become obsessed with taking vengeance on the monster that destroyed all that they once held dear.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete license attribution - see the full license for this page